10,480 Commits over 4,171 Days - 0.10cph!
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Tweaked micro cliff and waterside decor spawn rules
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Improved placement of high voltage powerlines
Fixed path and side object densities being higher than specified
Improved road-terrain transition
Improved crossroad blending
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
Tweaked road and river splat adjustments
Improved river end detection
Updated river source prefab to better fit the new rivers
Added Parallel.ForEach
Improved river generation
Updated bridge prefab to better fit the new roads and rivers
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
Tweaked river source spawning
Added airfield to procedural maps
Changed heightmap adjustments to SmoothStep
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
Added some random roadside objects
Moved tonemapper to third party folder
Fixed hardcoded tonemapper asset paths (for a bloody logo nonetheless)
Spawn shared level prefabs in world setup
Made spawn handler per-scene
Moved LOD grid to its own prefab
Updated RustNative
Tweaked noise backend
Checked the "animate cross-fading" checkbox on the tree prefabs
Fixed green roadside trees spawning in the snow biome
Increased powerline topology radius
Merge from terrain-improvements-2 (procgen8 + hapis3)
Fixed time not progressing
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Fixed roadside clutter sometimes facing the wrong way
Tools -> Update -> SpeedTree
Changed some loading screen names
Fixed some shaders and materials on super low shader levels
Fixed some rocks that need terrain blending having it disabled
Made grass LOD setting only affect somewhat distant grass patches
Fixed missing spec map reference on dirt road material
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring