202,448 Commits over 4,171 Days - 2.02cph!
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
Jordan noise tweak
Updated composite noise header file
Added test mountain prefab
Reverted composite noise to work in normalized space, scale the result by amplitude
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
Made changes to networking. Still some shit to do on the list.