12,530 Commits over 4,048 Days - 0.13cph!
Light test 2 (env refl occlusion)
Fixed everything being white in scene view on our main camera (maintaining identical visuals at runtime)
Material zoo nighttime parameters
Fixed errors when running material_zoo scene
Light test (env refl occlusion)
Stripped deprecated tree optimization code
Fixed terrain asset being constantly modified even when nothing has changed
Removed unused foliage shader from ancient times
Removed duplicate / unused footprint assets
Fixed overly bright sand footprints
Grass uses standard shading + specular / smoothness
Projectile movement uses FixedUpdate
Projectile movement causes less garbage
Resource spawn rule tweaks
Hemp is slightly bigger (easier to find)
Fixed resource spawn clustering sometimes not working
Rock cull distance tweaks
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Additional rock spawns for forests
Custom maps keep hand-painted cliff topology, add auto-baked to it
Custom map clutter topology (auto-baked for now)
Removed some terrain adjustments from underwater rocks
Subtracting
13980 (temp powerline fix)
Forest rock clutter and bushes
River source prefab adds decor topology
Various splat mapping improvements
Cliff mesh variety and visual improvements
Tweaked waterside rock terrain adjustment
Rockets + explosive rifle ammo deal full damage to strong side walls / doors again (fix for RUST-721)
Temp fix for missing powerlines next to roads
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
LightLOD treats spot and point lights separately (since point light shadow maps are much more expensive)
Fixed LightLOD issues when the number of lights in the scene is less than the graphics.shadowlights convar
Made LightLOD snap to the current state (enabled or disabled) on spawn rather than always starting disabled and fading in