127,178 Commits over 4,109 Days - 1.29cph!
Maps ready for merge.
Fixed some overly aggressive LODing that was removing cover at medium ranges.
Unique mine loot tables.
Both new Savas island variants to prerelease.
Network++
Made the LR300 accurate.
Lied about making the LR300 accurate.
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
Made error message from invalid decor less spammy (only logs once)
ProjectVersion.txt (update your editor to p1 or don't commit this file guys)
Fixed another invalid decor path (arctic_bushes in forests)
Added map toggles to terrain placement scripts
Disabled alpha mask copy for power sub stations
Pylon paths end at border of radtowns (required for big power substation placement)
Tweaked power substation terrain adjustments
Fixed power substation rotations
Fixed fucked up variable name in FlameThrower.cs
rocks_ms_atlas_snow uses rust shader
Fixed holes in tunnel slope section
Military tunnels signs models and textures
MT Scene Update
Road mesh generation is done in separate step from road layout generation (after all terrain adjustments are processed)
further fixes to MT Tunnels
Roads appear a bit more grounded
Fixed missing topology texture on power_sub_big_1
RUST-1255 Fix attempt ladder hatch
RUST-1254 Fix attempt stone doorway
fixed digitalcamo skin messing up holosight
Better biome transitions, fixed random lone palm trees
Building topology once again blocks all decor
Removed driftwood from arid beaches
Improved standard lighting extension support for rust/std shaders; forward cases
Added vpos to free up one interpolator in certain cases
Added dither opacity mask for when using temporal-aa; fallback to cutout mask; shadow compatible
Added dither opacity mask base component (singleton) to main camera prefab
Added first version of rust/standard-hair shader; spec, kajiya-kay, not physically accurate
Fixed empty spawn filter (errors)
Spiral stairs block - proof of concept
Added trimming support to path interpolator
Improved power substation spawning
Syncing camera prefab from main so changes can be compared
Fuck this shit (scene view synced camera)
Proper main camera. Deleted the others.
Merged cam thing into main pre.
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Use a catchall emitter limit group when one can't be found for a specific ambience emitter