10,522 Commits over 4,201 Days - 0.10cph!
Fixed biome texture dimensions on water well c
Fixed water texture dimensions on water well c
More water well c topology texture
Removed weird terrain modifiers from small forest rocks
Compile fixes (water well, storage container)
EAC update + Cerberus API upgrade
FlashlightBeam is IClientComponent
Send EAC player tick at most once per frame
Updated EAC hashtool config
Reverted EAC hashtool to previous version
Updated EAC hashtool to latest version
LineRendererActivate is IClientComponent
Analytics now tracks total memory usage rather than only managed memory
Don't exclude metal from shaders (if used)
Fixed shader compile error on metal (if vs. ifdef) in StandardLayers.cginc
Network++
Save++
Persistence++
Fixed harbor spawns
Fixed hilltop rocks sometimes overlapping small monuments
Optimized foliage placement checks with lots of different foliage types
Adjusted forest splats according to Vince's guidelines
Forest rocks add stone splat around them
Arctic forests use snow splat again
Removed stone splat from sand (to be added via rocks)
Reduced oasis size in arid biome
Removed forests below a few meters altitude in temperate, tundra and arctic biomes
Smoother cliff transition
Added stone splat to sand
Added medium beachside rocks
Some more stone splat on beaches
Smoother river terrain adjustments
Reject rivers that start too close to other rivers
Fixed floating decor rocks
Merge from visuals_experiment
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
Adjusted forest rock splat modifiers
Fixed floaty patch_grass_tall_large (added terrain anchors)
Tweaked densities of micro cliffs and beachside rocks (after 25321)