12,611 Commits over 3,897 Days - 0.13cph!
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Fixed pink viewmodel arms on b13
Fixed server compile error
Fixed that all rocks looked like metal in b13
Made my iceberg fix slightly less ghetto
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Made unused components on placeholder tree objects get deleted
Refactored decor system for better cross-frame load distribution and faster refreshing
Added dev.culling <layername> <distance>
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Removed wood piles from the spawn list (chop them trees, people)
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
Updated ProjectVersion and ProjectSettings to b12
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Do full tree batch refresh when the client finished loading
Removed random scaling from Spawnable (now handled by TreeMesh)
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
Added initial tree batching system
Allow prefab preprocessors to run inside the editor
Made Tools->Update->Prefabs never fail
Updated prefabs + game manifest
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Made prey animals avoid predator animals
Increased animal run speed
Fixed AI being disabled in the main procedural scene
Added refresh to the decor and grass component context menus for runtime tweaking
Properly added refresh menu to grass
Time of Day update to 2.3.1 prerelease 5
Switched normal map bake to raycasted normals
Fixed quit not working (stupid find & replace)
Added timing utility class
Fixed heightmap encoding (is stored normalized in the texture)
Made normalmap use a bit less memory (no longer store x in alpha)
Enabled map decoding at terrain load
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
Added dev.shaderlod for future performance experiments
Fixed standalone build error in SceneAsset
Moved all trees to the tree layer and all decor to the world layer
More scene size fixes (everything from our end is now fixed)
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Fixed some minor grass color issues
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Forgot to ignore the ShaderForge folder meta files as well
Removed ShaderForge + added it to ignore.conf