12,710 Commits over 3,959 Days - 0.13cph!
Tweaked clutter rock scales
Tweaked densities of micro cliffs and beachside rocks (after 25321)
Fixed floaty patch_grass_tall_large (added terrain anchors)
Adjusted forest rock splat modifiers
Fixed decor normal / gradient alignment randomly flipping forward direction
Fixed terrain modifier scale only scaling radius, not fade distance
Removed random multiplier from terrain splat modifier since it messes up some things
Merge from visuals_experiment
Fixed floating decor rocks
Reject rivers that start too close to other rivers
Smoother river terrain adjustments
Some more stone splat on beaches
Added medium beachside rocks
Added stone splat to sand
Smoother cliff transition
Reduced oasis size in arid biome
Removed forests below a few meters altitude in temperate, tundra and arctic biomes
Arctic forests use snow splat again
Removed stone splat from sand (to be added via rocks)
Forest rocks add stone splat around them
Adjusted forest splats according to Vince's guidelines
Optimized foliage placement checks with lots of different foliage types
Fixed harbor spawns
Fixed hilltop rocks sometimes overlapping small monuments
Network++
Save++
Persistence++
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
Don't exclude metal from shaders (if used)
Analytics now tracks total memory usage rather than only managed memory
Added memory getter override hooks to Facepunch.Performance
LineRendererActivate is IClientComponent
Updated EAC hashtool to latest version
Reverted EAC hashtool to previous version
Updated EAC hashtool config
Send EAC player tick at most once per frame
FlashlightBeam is IClientComponent
EAC update + Cerberus API upgrade
Compile fixes (water well, storage container)