10,828 Commits over 3,867 Days - 0.12cph!
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering)
Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up)
Removes water volumes from lakes (now handled with AddToWaterMap)
Eliminated noEarlyExit parameter from WaterLevel
Fixed several edge cases in WaterLevel
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
Subtracting
103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
Merge from world_update_2
Had to subtract the elevator merges as the custom manifest rebuilds have caused aux2 to lose some merge links, resulting in merge conflicts in files that should not have merge conflicts
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland)
Ocean is culled entirely under the terrain (exists neither for physics nor rendering)
Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up)
Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers)
This will likely break everything and ruin all of our lives for the next few weeks
Also remove water caustics where ocean is culled
Removed shore wetness from canyons (again, accidentally reverted)
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
Don't render ocean where lakes are (determined by lake topology)
Added terrain wetness around rivers and lakes
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Merge from world_update_2
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
Support underwater effects in lakes
Fixed canyon water carving volumes being culled too early
Merge from world_update_2
Fixed some artifacts from river terrain adjustments
Rivers have more momentum when colliding with terrain, carving into it more visibly
Rivers start out much thinner as a creek
Rivers widen at their end as they flow into the ocean
Merge from world_update_2
Merge from world_update_2
Merge from world_update_2
Merge from world_update_2
Fixed another TerrainTexturing error while in edit mode
Merge from world_update_2
Fixed TerrainTexturing error while in edit mode
Rebuilt native libraries with Debian 10 for backwards compatibility
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Merge from Underwater_divesites for latest art changes
Merge from temperate_cliff_rework for latest art changes
Restoring all properties in RustStandardShaderGUI that were deleted in
102165 merge (cc vince / damian)
Rebuilt native libraries using older Linux version for backwards compatibility
Removing "RECYCLER IN SAFE ZONE" spam at server startup
Merge from OceanWreckBuoy
Merge from legacy_wood_log_pile
Merge from Underwater_divesites
Merge from temperate_cliff_rework
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Merge from arm64_native_libraries