10,607 Commits over 4,413 Days - 0.10cph!
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
Merge from prerelease/dungeons_art
Reverted Terrain4 (I assume this was committed accidentally)
Default world size is 3000 to assure that everyone hates me
Fixed floaty arid / beach trees
Fixed rocks sometimes spawning on warehouse quarry
Road network generation tweaks
Powerline generation tweaks
Fixed occasional sawtooth terrain glitch around monuments
Various rock improvements
Hardcoded road tinting to dirt splat layer
Trainyard monument topology fixes
Rock clutter and cliffside tweaks
Fixed underwater rock spawn rule
Fixed iceberg spawn rule
Rock heightmap adjustment tweaks
Rock formation prefab updates
Reject rivers on extreme slopes
Merge from save115
HapisIsland, procedural generation and dungeon updates
initialize conditional models on server start again
Fix for RUST-654 (turret roof exploit)
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
Prefab adjustments (rock_small)
Clutter rocks are clientside decor (perf, collider count)
MaterialSetup can be pooled / used on dynamic decor
Fixed Physics.IgnoreCollision performance regression on certain hardware
Fixed missing airfield wall colliders
Procedural bush placement reboot
Bushes spawn around rock clusters and forests
Bushes spawn along the beach-grass transition (rather than all over the beach)
Ores always spawn around rock clusters (same overall count on map as before)
Ores are easier to spot (slightly bigger, always near rocks) and more grounded
Small trees spawn around rock clusters and forests
Vegetation scale adjustments
Fixed river source prefab being on the wrong physics layer
Fixed floaty rocks on river source prefab
River generation improvements
Road and river terrain adjustment improvements
Micro cliff placement improvements
Fully deferred cliff detection (fixes a number of splat mapping issues)
Better river analysis (finds a near-optimum distribution)
Add micro cliffs to the sides of roads and rivers when appropriate
Fix for incorrect cliff topology in certain cases around mountains
Clutter topology generation in its own script
Road and river side cliff topology
First terrain splat pass no longer calculates slope