113,184 Commits over 3,959 Days - 1.19cph!
Paths can mark start and end segments
Fixed white earth mounds when shader level < 200 (RUST-1224)
Sewers prefabs now include reverb and terrain triggers
River and road meshes no longer cast shadows since it's pointless
Path spawning has start and end padding
Fixed TSSAA related occasional darkening
Renamed some loading screen steps
Biome spawn filter is binary (makes more sense for vegetation, fixes lone palms for real)
Added missing terrain triggers in facility rooms
Added reverb triggers to both mine tunnels and military tunnels prefab
Power substation spawn fixes
Mountain spawn fixes
Biome generation tweaks
Monument topology fixes on various monuments
Barren map should launch again.
Invis twig tree, and some stuff.
Fixed those 4 trees with slightly offset colliders.
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Merged cam thing into main pre.
Proper main camera. Deleted the others.
Fuck this shit (scene view synced camera)
Syncing camera prefab from main so changes can be compared
Added trimming support to path interpolator
Improved power substation spawning
Spiral stairs block - proof of concept
Fixed empty spawn filter (errors)
Improved standard lighting extension support for rust/std shaders; forward cases
Added vpos to free up one interpolator in certain cases
Added dither opacity mask for when using temporal-aa; fallback to cutout mask; shadow compatible
Added dither opacity mask base component (singleton) to main camera prefab
Added first version of rust/standard-hair shader; spec, kajiya-kay, not physically accurate
Removed driftwood from arid beaches
Building topology once again blocks all decor
Better biome transitions, fixed random lone palm trees
fixed digitalcamo skin messing up holosight
RUST-1254 Fix attempt stone doorway
RUST-1255 Fix attempt ladder hatch
Fixed missing topology texture on power_sub_big_1
Roads appear a bit more grounded
further fixes to MT Tunnels