11,010 Commits over 4,079 Days - 0.11cph!
Power substations are only added to start and end segments of paths, not to interruptions
Only trim start and end segments of paths
Power substation placement tweaks
Paths can mark start and end segments
River and road meshes no longer cast shadows since it's pointless
Path spawning has start and end padding
Renamed some loading screen steps
Biome spawn filter is binary (makes more sense for vegetation, fixes lone palms for real)
Power substation spawn fixes
Mountain spawn fixes
Biome generation tweaks
Monument topology fixes on various monuments
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
Fixed empty spawn filter (errors)
Removed driftwood from arid beaches
Building topology once again blocks all decor
Better biome transitions, fixed random lone palm trees
Fixed missing topology texture on power_sub_big_1
Roads appear a bit more grounded
Road mesh generation is done in separate step from road layout generation (after all terrain adjustments are processed)
Fixed fucked up variable name in FlameThrower.cs
Fixed power substation rotations
Tweaked power substation terrain adjustments
Pylon paths end at border of radtowns (required for big power substation placement)
Added map toggles to terrain placement scripts
Disabled alpha mask copy for power sub stations
Fixed another invalid decor path (arctic_bushes in forests)
ProjectVersion.txt (update your editor to p1 or don't commit this file guys)
Made error message from invalid decor less spammy (only logs once)
Power substations baseline, still needs work (RUST-1171)
Fixed bus stops not shaping terrain (RUST-1170)
Some more descriptive error messages when procedural scripts are set up incorrectly
Forced color grading to be enabled
Fixed invalid decor reference (RUST-1225)
Log error when referenced decor folder is empty