10,480 Commits over 4,171 Days - 0.10cph!
Forest rock clutter and bushes
Subtracting
13980 (temp powerline fix)
Removed some terrain adjustments from underwater rocks
Custom map clutter topology (auto-baked for now)
Custom maps keep hand-painted cliff topology, add auto-baked to it
Additional rock spawns for forests
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Prefab auto-updates (Tools/Prepare Prefabs)
Fix for argument out of range exception in road generation on certain seeds
Rock cull distance tweaks
Fixed resource spawn clustering sometimes not working
Hemp is slightly bigger (easier to find)
Resource spawn rule tweaks
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Grass uses standard shading + specular / smoothness
Fixed overly bright sand footprints
Removed duplicate / unused footprint assets
Removed unused foliage shader from ancient times
Fixed terrain asset being constantly modified even when nothing has changed
Stripped deprecated tree optimization code
Light test (env refl occlusion)
Fixed errors when running material_zoo scene
Material zoo nighttime parameters
Fixed everything being white in scene view on our main camera (maintaining identical visuals at runtime)
Light test 2 (env refl occlusion)
Fixed missing FPS graph materials in standalone
Missing FPS graph shaders in standalone
Fix for RUST-681 (needs Scene2Prefab)
Rock cull distance tweaks (RUST-626)
Spawn populations can choose whether to scale with the world size or the filtered spawn area
Animals, loot barrels and ores scale with the world size instead of the filtered spawn area (easier to balance)
Loot barrels always spawn individually (no clusters)
Added spawn.report console command (prints basic spawn handler report)
Fixed missing albedo / alpha on decal_footprint_human_bare_snow_right
Slight animal count tweak
Fixed NRE in TerrainCollision
Fixed some river segments failing to be added to the water map
Tree and mesh quality in options go up to 200
Tree and mesh qualities > 100 no longer push back the culling distances