10,832 Commits over 3,867 Days - 0.12cph!
Slight clutter rock density reduction
Driftwood spawn patch size tweaks
Slight bush density reduction
Some monument loading time optimizations
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Fixed that some airfield walls were floating slightly above terrain
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
Water level test does a quick check for river water depth
Fixed micro cliffs sometimes spawning on roads
Tweaked biome distribution and transitions
Post process terrain slopes near water to reduce wave clipping
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Hacked wire plugin to work with different connection offsets on every object
More distance between prefab mountains
Disabled mountain splat transfer (slows down terrain generation too much for now)
Editor texture channel copy tool for mountain masks
Mountain splat transfer implementation
Mountain topology textures
Terrain basemap includes terrain painting layer
Fix for error when inventory item refreshes while selected (for example when drinking water containers to completely empty)
Include client version (changeset) when disconnecting because of an exception
Fix for crafting menu blueprints all showing wooden arrow description
Fix for UI notifications missing when reconnecting to a server after disconnecting
Replaced invoke with custom flag in door animator toggle (should fix RUST-835)
Fixed servers re-checking stability after startup (no longer needed since it's loaded from save)
SpeedTree billboard shadow casting toggle editor tools
Added convar to toggle the shadow casting behaviour of the sun
Unified some bush prefab settings
Re-enabled atmospheric depth in scattering calculation (with better horizon fade than the last time)
Touched ocean and river shaders
Fixed some decor prefabs missing from asset bundles
Greatly improved VariableReference performance and GC (used in VitalNote, VitalInfo, TextVariable etc.)
Procmap benchmarks reset GC, LODs, grass, decor and tasks before every run
Removed tree component from hemp
Icesheet prefabs use LOD grid
Removed tree component from a bunch of clutter prefabs