130,549 Commits over 4,140 Days - 1.31cph!
Made cargoplane/airdrop/bridges/monuments visible at longer distances
Slowed down cargo plane
Fixed default ragdoll parts
Removed debug line drawing
Fixed terrain splat biome-based tinting
Fixed black terrain when enabling PVT on OSX
fixed a bunch of melee attacks that were showing missing polygons
improved a bunch of viewmodel screen shake effects for all of the melee attacks. (reduce the exposure of the floating arm)
Improved the wolf attack animations
Fixed parallax in PVT mode
Layer culling tweaks
Enforce building skin layer
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Optimizations and error fixes
Tweaked performance report
Another dumb player spawn fix
Added test mountain prefab
Updated RustNative
Updated noise bindings
Updated heightmap generation
tweaked some chicken/bear anims;
improved the 3rd person deploy / reload animations for ak47
Decal shader
Perf/Memory tweaks
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Align swimming decor to world up vector
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)
Fixed reporting the same crash twice
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Ported the new cliff assets to the procedural map
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Added Ionic.Zip dependancies
Grass placement rule tweak
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
Tweaked path side placement
Roadside / riverside tweak