127,216 Commits over 4,109 Days - 1.29cph!
New rain camera effect.
fixed some missing impact effects.
SatDish splats painting backup
Prefab mountain 1 updates
Monument terrain anchor tweaks
Monument spawn rules are more relaxed about life
Mountain prefab scene updates
Mountain terrain offset behaviour tweak
Removed lighthouse foundations 1 and 2
Tweaked lighthouse spawn rule
Padding parameter for monument terrain placement
Radtown 3 terrain adjustment tweak
Don't spawn players on decor topology
new underwater world effects.
revamped snow effect.
Tweaked default salt calculation
Prefab mountain scale adjustments
Powerplant splat painting backup
Monument terrain placement supports negative padding
Satellite dish terrain adjustment improvements
Fixed missing linux config
unhooked bubble sound from underwater FX
finally found that sweet spot for the terrain-rock blend material, yay
military_tunnel_1 splat painting backup
Stealing some rock tints from HapisIsland since those suck a bit less
Field rock splat modifier tweaks
Rock material parameter blending fix
Centralised place to Instantiate GameObjects (for better debugging/tracking)
military_tunnel_1 splat painting backup
Exclude monuments from auto-cliff-splatting
Static mining quarry entity bounds
Terrain alpha distance cutoff tweak
Changed underwater rendering order to happen immediately after the water meshes; avoids breaking Scott's FX
Fixed warning in FilmicToneMapping/EyeAdaptationMesh.shader
Added a bunch of RenderTexture.Release before some RenderTexture.Destroy just to be sure
Occasional barrel around powerlines
Removed shitty cliffside decor
Don't spawn field rocks on prefab mountains
More rock params from HapisIsland
Slightly better river-ocean transition
fixed rockets sometimes detonating against their creators during times of lag
Monument texture data ignores outermost texture pixels because Unity terrain painting forces those to zero
Monument terrain adjustment fadeout is noise modulated for more natural transitions
Monument prefab scene updates (more padding + increased fade distance)