128,038 Commits over 4,109 Days - 1.30cph!
Made snow specular more noisy
Removed BoneFollower (client optimization), second attempt
Cooking raw deer meat now correctly turns into cooked deer meat
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression)
craft count debugging
fix VM box access bug
Cherrypicking only player model changes (may be temporary)
update to sal cleaver controller
Improved world serialization
Reduced resolution of some terrain maps
Subtracting player models
Fixed water drinking interaction sometimes not showing
Separated movement and action in Animal AI.
Resized animal bounds.
Npc aiming work.
Fixed normal octa encoding for transmission surfaces; touched affected shaders
Finished two-sided foliage brdf w/ translucency
Fixed reflections in core shader set
Cleaned up gbuffer encoding backend
reserach bench only accepts scrap
redid research bench ui
sell order 'out of stock' displays as grey instead of red
display workbench requirements when researching item
google sheet balance implementation
Scientists no longer shoots right through animals.
Better terrain map index to coordinate conversion
Water map is stored as short instead of float
Increased resolution of some terrain maps
Water map bake encoding fix
Re-baked custom map water textures
Merge from snow_biome_revamp
Monument randomization script improvements and fixes
Added randomization scripts to ice lakes
Added ice lakes to map generation
Disabled compression on lake prefab scene terrain maps
Re-saved lake scenes / terrain assets
Fix for foliage bug introduced in
23073
Rivers and roads check topologies in a radius when finding their paths
Barricade placement tweaks (concrete, stone and sandbag)
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets
Added temp icons for prefabs
Removed old and erroneous files
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
Tweaked shadow refl occlusion to avoid undershadowing (RUST-1771)
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)