12,530 Commits over 3,806 Days - 0.14cph!
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
Don't render ocean where lakes are (determined by lake topology)
Added terrain wetness around rivers and lakes
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Merge from world_update_2
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
Support underwater effects in lakes
Fixed canyon water carving volumes being culled too early
Merge from world_update_2
Fixed some artifacts from river terrain adjustments
Rivers have more momentum when colliding with terrain, carving into it more visibly
Rivers start out much thinner as a creek
Rivers widen at their end as they flow into the ocean
Merge from world_update_2
Merge from world_update_2
Merge from world_update_2
Merge from world_update_2
Fixed another TerrainTexturing error while in edit mode
Merge from world_update_2
Fixed TerrainTexturing error while in edit mode
Automatically mount shared drive on Mac
Rebuilt native libraries with Debian 10 for backwards compatibility
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Merge from Underwater_divesites for latest art changes
Merge from temperate_cliff_rework for latest art changes
Restoring all properties in RustStandardShaderGUI that were deleted in
102165 merge (cc vince / damian)
Rebuilt native libraries using older Linux version for backwards compatibility
Update premake.yml
Change action runner to ubuntu-20.04
Removing "RECYCLER IN SAFE ZONE" spam at server startup
Merge from OceanWreckBuoy
Merge from legacy_wood_log_pile
Merge from Underwater_divesites
Merge from temperate_cliff_rework
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Merge from arm64_native_libraries
Map shader now takes water depth from shore vectors into account
Fixed shore vectors that are fed into shader system ignoring lakes and water carving volumes
Fixed RustCamera environment determination not taking water carving volumes into account
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