10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                Fixed DecorSwim breaking from 
103228 (removing ocean from water map)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Lakes are now culled entirely under the terrain (exist neither for physics nor rendering)
Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up)
Removes water volumes from lakes (now handled with AddToWaterMap)
Eliminated noEarlyExit parameter from WaterLevel
Fixed several edge cases in WaterLevel
 
                
                
                
                
                
             
         
        
            
            
            
                
                ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
 
                
                
                
                
                
             
         
        
            
            
            
                
                Subtracting 
103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland)
Ocean is culled entirely under the terrain (exists neither for physics nor rendering)
Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up)
Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers)
This will likely break everything and ruin all of our lives for the next few weeks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Also remove water caustics where ocean is culled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed shore wetness from canyons (again, accidentally reverted)
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Fixed another TerrainTexturing error while in edit mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed TerrainTexturing error while in edit mode
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 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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