123,848 Commits over 4,171 Days - 1.24cph!
Trees spend less time in dithered state. Rock terrain blend fixes. Road slightly less noisy looking. Scene stuff.
Changed heightmap adjustments to SmoothStep
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
Added some random roadside objects
Moved tonemapper to third party folder
Fixed hardcoded tonemapper asset paths (for a bloody logo nonetheless)
Spawn shared level prefabs in world setup
Made spawn handler per-scene
Moved LOD grid to its own prefab
checking in some meta/fbx files
Fixed bone knife animation fuckups
Fixed having to hold USE to pickup - instead of tapping
Fixed not being able to pick up some items at weird distances
Dropped arrows are arrows
Arrows stick in stuff properly
Arrows that are stuck inside a player/npc properly transfer to its corpse
Fixed a bunch of weird parent position stuff
Updated RustNative
Tweaked noise backend
Oaks don't walk on six legs anymore. Pines don't float on slopes.
speedtree animateCrossFading = 1
Fixed not shutting down EAC properly
Scrap ceiling light, ~~all the files
reducing ceiling light textures sizes to 512
Checked the "animate cross-fading" checkbox on the tree prefabs
Fixed green roadside trees spawning in the snow biome
Increased powerline topology radius
Merge from terrain-improvements-2 (procgen8 + hapis3)
Fixed time not progressing
Flowers are lighter to render, better lit, and don't have a terrible outline.
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Less shitty forest clutter. Autorock tweaks. Flower and fern spawntable tweaks.
AO performance optimization. Light tweaks.
Missing file. Hid the ferns until they suck less.
added some new movement animations for the boar.
added some new movement animations for the horse
Fixed roadside clutter sometimes facing the wrong way
Tools -> Update -> SpeedTree
Changed some loading screen names