12,530 Commits over 4,048 Days - 0.13cph!
Added default Unity terrain shader to shader include list
Added metal bars to the inside of the top tier wall
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Added terrain collision triggers to Hapis tunnel
Made clouds play nice with HDR
Time of Day update
Made nights not have a 100% black sky
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring
Fixed missing spec map reference on dirt road material
Made grass LOD setting only affect somewhat distant grass patches
Fixed some shaders and materials on super low shader levels
Fixed some rocks that need terrain blending having it disabled
Changed some loading screen names
Tools -> Update -> SpeedTree
Fixed roadside clutter sometimes facing the wrong way
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Fixed time not progressing
Merge from terrain-improvements-2 (procgen8 + hapis3)
Increased powerline topology radius
Fixed green roadside trees spawning in the snow biome
Checked the "animate cross-fading" checkbox on the tree prefabs
Updated RustNative
Tweaked noise backend
Moved LOD grid to its own prefab
Spawn shared level prefabs in world setup
Made spawn handler per-scene
Fixed hardcoded tonemapper asset paths (for a bloody logo nonetheless)
Moved tonemapper to third party folder
Added some random roadside objects
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
Changed heightmap adjustments to SmoothStep
Added airfield to procedural maps
Tweaked river source spawning
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
Updated bridge prefab to better fit the new roads and rivers
Added Parallel.ForEach
Improved river generation
Updated river source prefab to better fit the new rivers
Tweaked road and river splat adjustments
Improved river end detection