10,674 Commits over 4,597 Days - 0.10cph!
Procedural caves 7 - removes the old cave monument prefabs
Procedural caves 6 - cave well prefabs from procedural_caves
Procedural caves 5 - cave_entrance_c prefab in bundled caves
Procedural caves 5 - removes the old cave segment prefabs from bundled caves
Procedural caves 5 - cave segments batch 1 - moved from caves to autospawn cave-segment
Procedural caves 4 - procedural entrance a scene and prefab
Procedural caves 4 - procedural entrance c scene and prefab
Procedural caves 4 - ProceduralMapCave and test scenes, cave hull preset
Procedural caves 4 - procedural entrance b scene and prefab
Procedural caves 3 of 7 - cave_entrance_c and arid cliff models and prefabs
Procedural caves 2 of 7 - World Setup caves step, caves_dressing merge, mine entrance volume, old cave scene labels removed
Procedural caves 1 of 7 - generator code - configurable limits, new placement checks, Cave infrastructure type
Change mac build to arm64-only
Workshop metal/smoothness tweaks and fixes (changed glossiness to smoothness and added warning when metal/smoothness is used)
Changed default render scale upscale mode to Catmull-Rom because it looks best
Changed render scale upscale mode convar name from upscaleMode to renderScaleSampling
Don't allow staging clients to join release servers
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Enabled graphics jobs on Mac
Switched graphics jobs to Split
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Change water treatment plant spawn priority to highest
Enforce more distance between rivers so they block less space for monuments
PlaceMonuments now pushes harder even for monuments that aren't highest priority, compromising both distance and, as a last resort, placement tier
Don't spawn canyons on maps below 4500 size
Merge from main/PlayerMaintainedMonuments/powergrid
Put more effort into finding spawn positions for all monuments with the highest priority
Change powerplant spawn priority to highest
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