10,834 Commits over 3,867 Days - 0.12cph!
Fixed rock_08 loving to be placed beneath the terrain
Coderart-tweaked dirt texture to play nice with color mapping
Made the default server seed get generated from a unique device identifier
Allowed water streams to form in the arctic biome again
Tweaked water level in the arid biome
Smoothened island outline shape falloff
Added separate conditional cliff texturing to beaches to allow for nice cliffs towards the ocean in the future
Fixed terrain slope calculation being slightly off on diagonal polygons
Fixed a crystal material being pink
Made the generated savegame name more failsafe
Disabled server autosave in-editor for less stuttering while testing
Removed chicken/temp.mb (?)
Changed default world size to 4000
Changed default world seed to 0 (i.e. generate a random seed)
Gave beaches a bit more slope to counter water z-fighting and reduce the average beach width
Tweaked decor rocks
Protocol++ (network + save)
Updated image effects to b13
Made sharpening toggle with AA
Moved water image effects to their own child object (like radiation)
Disabled splat based height offsetting underwater
Made bushes cluster more on open fields
Increased bush count along forest edges
Create the terrain after spawning all landmark and decor (so that dynamic changes applied by decor are already known)
Made terrain height offsetting based on splats more extreme
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process
Cleaned up some of our filthy art folders
Fixed various missing / broken materials
Deleted UniversalMarmoset as it's broken (plus, I think the b13 shaders are supposed to look more like marmoset anyhow?)
Deleted empty folders, outdated prefabs, etc.
Made LightLOD client-only
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Added levelSize to Messaages.Approval
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Fixed pink viewmodel arms on b13
Fixed server compile error
Fixed that all rocks looked like metal in b13
Made my iceberg fix slightly less ghetto
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Made unused components on placeholder tree objects get deleted
Refactored decor system for better cross-frame load distribution and faster refreshing
Added dev.culling <layername> <distance>
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Removed wood piles from the spawn list (chop them trees, people)
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
Updated ProjectVersion and ProjectSettings to b12
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Do full tree batch refresh when the client finished loading
Removed random scaling from Spawnable (now handled by TreeMesh)
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
Added initial tree batching system
Allow prefab preprocessors to run inside the editor
Made Tools->Update->Prefabs never fail
Updated prefabs + game manifest
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one