121,518 Commits over 4,048 Days - 1.25cph!
Moved overlay to commandbuffer
Debug camera now uses forward/back/left/right input bindings instead of hardcoded WASD
Some more WIP train car coupling work
S2P launch site and excavator
Merge from monument_lighting_upgrade
Merge from powerline_zipline
Launchsite decal fixes
Replaced warehouse lights with a new setup
Added some new lights in space offices in areas that had none
Moved some office lights around to prevent bleeding across walls
Airfield lighting and material tweaks
Added new key lights to arctic base
Added fill lights to arctic base exteriors and interiors
Made arctic base environment volumes darker
Added environment volumes to snowmobile garages
Tweaked some materials
Switched shadow proxy layers on arctic base buildings to World in order to get correct cubemap reflections
Fixed a flashing light in the stables
Always include the UVRender shader
Fixed specular version of the decal mesh shader
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Further normal / tangent fixes on road, rail and river meshes
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Merge from new_achievements (arctic base monument change)
Add fishing village zipline prefabs
Merge from powerline_zipline
Arctic base lighting progress
Rail / road mesh tangent fixes, removing terrain normal injection at sides since it doesn't improve anything
Fixed edge case where large excavator would overlap rail system
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Fixed several edge cases in rail ring / road ring corner postprocessing (some regressions from
69726, some older issues)
Railroad track procgen uses alpha dithering on the sides to better fade into terrain
Updated World Setup prefab
Merge from powerline_zipline
Merge from rail_network/branching (not enabled in world generation yet, needs more work)
Tweak placement logic for standardised platform placement sequence (there will always be two non platforms between platforms)
Merge from new_achievements
Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good").
Remove a log
Lower the mid point during line setup raycasts to try and prevent lines getting caught on terrain
Fixed autoturret idle animation moving more slowly at higher server framerates
Move scope overlay layer from 44 to 2 to have it play nice with the helmet slit overlay
Changed GameUI.Hud.HelmetSlitOverlay sort order override from 11 to 3. Fixes status information (wet, cold, straving etc) being hidden by the helmet. Will need to keep an eye on whether anything else ends up showing over the top of it that shouldn't be.
Merge Main -> General QOL