108,190 Commits over 3,867 Days - 1.17cph!
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Grass placement rule tweak
Added Ionic.Zip dependancies
Tweaked sand splat mapping
Made forests in the temperate and arctic biomes bigger
Tweaked micro cliff placement
Ported new overhang assets to the procedural map
Ported the new cliff assets to the procedural map
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed reporting the same crash twice
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Align swimming decor to world up vector
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
Decal shader
Perf/Memory tweaks
tweaked some chicken/bear anims;
improved the 3rd person deploy / reload animations for ak47
Updated RustNative
Updated noise bindings
Updated heightmap generation
Added test mountain prefab
Another dumb player spawn fix
Tweaked performance report
Optimizations and error fixes
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Layer culling tweaks
Enforce building skin layer
Fixed parallax in PVT mode
Improved the wolf attack animations
improved a bunch of viewmodel screen shake effects for all of the melee attacks. (reduce the exposure of the floating arm)
fixed a bunch of melee attacks that were showing missing polygons
Fixed terrain splat biome-based tinting
Fixed black terrain when enabling PVT on OSX
Removed debug line drawing
Fixed default ragdoll parts
Made cargoplane/airdrop/bridges/monuments visible at longer distances
Slowed down cargo plane
Some Clientside profiling
Fixed stability system not marking some surrounding blocks as dirty