130,554 Commits over 4,232 Days - 1.29cph!
    
    
    
        
        
        
            
            
            
                
                Added plugin source, hooked plugin up to get things running.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted monument topology on various monuments to create smoother road connections
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed "Monuments with tunnel entrances in them can spawn too close to each other, causing one of the tunnel entrances to not be linked to any station"
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Limit foliage position clamping based on dispatten
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reduced bandit town NPCs by half
Added auto turrets
Bandit town S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reapplied CCTV to dome, loot shuffle 
S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked satellite dish loot populations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changes to env.cloudrotation will now apply even if env.cloudmovement is false
 
                
                
                
                
                
             
         
        
            
            
            
                
                █▊ ▍ ▊▄▄▆▆▉▊█▄▌█▍ ▅█▇▌▆ ▆▅▅▉▅▋▄ ▉▉▋▉▋▌█ ▇▉██▊▉▇▍ ▉▋▌▄▆▆ █▌ █▊▄▍▅▆▉ ██▇▍▊▊▋▅▊ ▆▇▅▇▋ ▍▋▇▌ ▆▊ █▋▅▉▋▅ ▋▆▌▋▌▇▄ ▄▄▄▇▉▋ ▆▋ ▉▆▌▌▅ ▅▅█▍▊▅▌▊ ▄▊▇▋▆▉▍▉▆
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Improve dismount-inside-parenting-volume fix. Keeps the previous view angle rather than resetting to zero, so it works more like a normal dismount.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fix view angles being incorrect when dismounting inside a parenting volume. Fixes Work Cart dismount not always ending with the player facing forwards.
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▌▆█▉▌▊▍ ▋▌▌▋▅█▌█▄▇▆ ▋▇ ▉▍▇▌▊▉ ▋█▅▊▊█▌▇ ▉▇▇▄ ▋▊▉▉ ▊ ▅▆▊▉▅▍▅▌██▍▅ ▍▌▊ ▌▆▍'█ ▉▆▅▆▇ ▄▇▄▋▆█ ▄▋▄▆▅ ▊ ▄▄▉▉▄▌▆ ▄▌▆▊█▊ ▅▉▋▄▄ █▍ ▍▇█▌▍ █▉▍ ▇▅▄▊▋▄▌ (▆▇▍▉▇▌▆▉▌ ▊▉▄▄▍▆▋ ▄▌▅▊▋▊ ▊▉▉▆ ▇ ▋▊▅▄▋▊ ▇▆█▄█ ▄▅ ▋▋▉▆▇▇▉ ▍▄█▄▋▉▇ ▅▉▋▇ ▍▅ ▉▉ ▌▊▊▋█▋▋▌, ▊▉▋▄▍ ▍▄█▆▆)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                ▌▊▄▅▍▌▄ ▋▊▅▆, ▊▄▌▄▌█▄, ▊▉▆█▍▅█▆▄
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Add env.skyrotation clientside convar for cinematics (admin only)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed midi convar knob bindings rounding to one decimal place
 
                
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                Started cleaning up some poker code but mostly left it as-is in the end. The current version is well tested and proven at this point, I decided not to mess with it.
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Added AmbientLightLOD on a few prefabs, updated excavator, s2p excavator.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix for VolumetricLightBeam not getting turned off by LOD when it's a child of  LightGroupAtTime
 
                
                
                
                
                
             
         
        
            
            
            
                
                Enabled global billboards only on very large bushes that should be seen from further away
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled global billboard on bushes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Converted all bushes from rendererLOD to treeLOD 
Set tree billboards to never cull
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Greatly reduced the density of small arctic rock formations because they were preventing trees and bushes from spawning properly 
Reduced the density of tree populations to be around the same number as on main (roughly 25k) / bush populations remain mostly unchanged because they need more testing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Properly grabbing and transferring all relevant buffers now.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added globalBillboard toggle to BushEntity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better TreeManager (msg me when it comes to unfucking this upcoming merge conflict with HDRP backport, or just subtract this changeset)
 
                
                
                
                
                
             
         
        
            
            
            
                
                StagAd placeholder prefab with the new AI setup on
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                scene 2 prefab all - prefabs only
 
                
                
                
                
                
             
         
        
            
            
            
                
                All bushes are now BushEntity instead of TreeEntity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Separate BushEntity (much more minimal than TreeEntity)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Optimizing Distance flares culling distances
 
                
                
                
                
                
             
         
        
            
            
            
                
                ▊▊▊▅▄▇ █▄ ▇█▄▄▉▌ ▉▍▍▉ ▊█▇▄ ▇▍▅▄▉▋▍
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tundra variants of overgrowth grasses