127,279 Commits over 4,109 Days - 1.29cph!
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
Fixed those 4 trees with slightly offset colliders.
Invis twig tree, and some stuff.
Barren map should launch again.
Monument topology fixes on various monuments
Power substation spawn fixes
Mountain spawn fixes
Biome generation tweaks
Added missing terrain triggers in facility rooms
Added reverb triggers to both mine tunnels and military tunnels prefab
Biome spawn filter is binary (makes more sense for vegetation, fixes lone palms for real)
Renamed some loading screen steps
Fixed TSSAA related occasional darkening
Path spawning has start and end padding
River and road meshes no longer cast shadows since it's pointless
Sewers prefabs now include reverb and terrain triggers
Fixed white earth mounds when shader level < 200 (RUST-1224)
Paths can mark start and end segments
Power substation placement tweaks
Only trim start and end segments of paths
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Sewer big rooms prefabs with reverb and Ttriggers
Power substations are only added to start and end segments of paths, not to interruptions
Some map generation order restructuring
crystal prefab material looks less cartoony (material copy)
Fixed bus stops sometimes spawning inside powerlines
Canyon sewer big rooms lighting/covers pass
Power substations spawn next to roads rather than on them
Fixed power substation terrain anchors
Fixed pylons sometimes spawning inside their power substation
Monument topology spread on power substations
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
Busstop prefab was missing a decal renderer script
Bus stops no longer spawn in the middle of nowhere, only at monuments
Bus stops spawn a bit further away from the road
Roadside powerlines spawn earlier in the map generation
Bus stops tend to spawn further away from the power substations
Collider split on bus stop to accomodate for transparent colliders
Removed dirt decals
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