108,292 Commits over 3,867 Days - 1.17cph!
Fixed testlevel terrain not showing properly
Fixed menu scene and a few other terrain mats; added back 4-layer terrain shader temporarily until menuscene gets remade
Moved horizon fade env refl occlusion into RustPBSLighting to save ALU
Traded detail spec map for occlusion map; also affects env refl occlusion
Swapped rust std shader wetness order to be after particle accum
Improved shader parity with original std shader
Autospawn decor rock tweaks.
Added delta modifier methods to the terrain height map (mostly for rivers)
Cleaned up some terrain map code
Buncha mats, and some cleanup.
Added river water mesh generation (WIP)
Fixed neon green clovers.
Fixed pixel offset shift on TerrainSplatMap apply
Made TriggerTemperature suck less
New 3x cheaper pine trees.
Seperated radiation into radiation level and radiation poisoning
Smoothed radiation screen overlay transition
Made geiger sound quieter
Network protocol++
Fixed minor colormap alpha issue
Refactored the way decor parameters are applied on placement
Bridge mesh placement tweak
Updated cave prefab
Added warehouse monument
Strip RockMaterial component in server builds
Created "special" clothing folder for weird stuff that doesn't fit elsewhere. Adding candle hat models, mats, and prefabs
Added operating system version to miniraven
Network tw33ks
Added colliders to all lighthouse bases
No longer connect lighthouses to the road network
Increased number of attempts to place lighthouses
Changed splat selection enum values to powers of two
Stone Tier Texture improvements
Updates to vm bow anims & controller
Added rocks to riverbeds
Tweaked some rock decor terrain modifiers
Clientside networking checks, error reporting
merge into main
eoka behaves like it did in legacy, with a few extras
merge from main
added eoka strike recoil and strike functionality
Only add terrain modifier noise to splat and color