113,184 Commits over 3,959 Days - 1.19cph!
Gave Hapis a much needed band-aid. It will get the proper love it needs later.
added bone armor suit
disabled other bone armor types
added cactus flesh item
Don't place bus stop / power substations when a road is merging into another road
Some more distance between the last pylon and the power substation
Network++
Added climate blend cycles guarantee convergence to target lut; triggered by lut/param changes
Added DebugLUTBlending toggle to debug luts and blend cycles
Fixed bus stops spawning inside monument topology (too close to or inside monuments)
Network++
Hapis-specific terrain config is no longer a thing. Uses procmap config.
Removed non procmap busstop from airfield'
Updated ProcmapBench to new version
Updated HapisIsland spawn, grass and decor to v2
Fixed negative scaled mine triggers on Savas that were causing server warning spam.
bus height adjustment (models)
Merge from prerelease/wipe
Fixed occlusion on standard lighting overrides; now handled by lighting func
Fixed rust/std shader inspector layer open/close states in multi-materials
Added fuzz layer to rust/std-hair + increased exponent range + using per-pixel normal for aniso vector calc
Collider split on bus stop to accomodate for transparent colliders
Removed dirt decals
Roadside powerlines spawn earlier in the map generation
Bus stops tend to spawn further away from the power substations
Bus stops spawn a bit further away from the road
Bus stops no longer spawn in the middle of nowhere, only at monuments
Busstop prefab was missing a decal renderer script
Changed bus stop pivot point to be at the center of the mesh (important for spawn filter checks)
Bus stop spawn position offset is applied via offset script parameter
Fixed bus stops spawning inside powerlines for real
Monument topology spread on power substations
Fixed pylons sometimes spawning inside their power substation
Fixed power substation terrain anchors
Power substations spawn next to roads rather than on them
Canyon sewer big rooms lighting/covers pass
Fixed bus stops sometimes spawning inside powerlines
crystal prefab material looks less cartoony (material copy)
Some map generation order restructuring
Power substations are only added to start and end segments of paths, not to interruptions
Sewer big rooms prefabs with reverb and Ttriggers
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Only trim start and end segments of paths
Power substation placement tweaks