12,611 Commits over 3,897 Days - 0.13cph!
Fixed mesh and tree LOD settings not immediately updating all rendered meshes
Fixed incorrect LOD distances in TreeLOD when no culling stage was set (which should be the default now, trees never fully cull)
Fixed bush removal when building
Updated giant excavator topology map for better road connections
Added BiomeVisuals script (selects a child object based on biome, destroys the others, only works with static decor for now)
Foliage grid now uses between 1 and 8 threads to refresh multiple cells at once (controlled through grass.maxthreads convar)
Fixed "Roadsigns and roadside props spawning at intersections"
Merge from HDRP_Art_backport
Added grass and decor spawners to CraggyIsland again
Fixed tree billboards always (often? sometimes?) being always visible on trees that spawn within network range until going back out / in network range
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"
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)
All bushes are now BushEntity instead of TreeEntity
Separate BushEntity (much more minimal than TreeEntity)
RustNative update (All biomes now have a unique heightmap noise type for better biome transitions / looks)
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Harbors are no longer allowed to spawn on offshore islands (only on the main island)
Merge from tree_bushes_spawn_settings
Tree entity updates (collider and layer)
Added CullBushes toggle to BuildingBlock (enabled on square and triangle foundations)
RustNative update (more feature scale variety, fixed occasional odd looking hills)
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Large power substations keep more distance from roads
Fixed "Rivers spawning ontop of eachother"
Applying
60624 to avoid future merge conflicts
Fixed client / server mismatch around rivers (and the same thing around roads, where it was far less visible)
Cliffs are now using TerrainPlacementBlocked instead of adding swamp topology everywhere they spawn
No longer spawn cliffs all over the prefab mountains
Various river improvements I experimented with while debugging
60538
Fixed "Rivers spawning next to steep terrain will have jagged edges and odd dips" (finding this took me 10 hours)
Windows RustNative update (for some reason it didn't properly update with the merge from wipe_1?)
Fixed transmission towers sometimes spawning too close to road
Place telephone poles after roadside substations (fixes floating telephone poles)
Fixed SpawnHandler.Refresh not working right
Roadside train tunnel entrance now uses entrance_monuments_a prefab
Train tunnel icons on entrance_monuments_a and entrance_monuments_b