125,642 Commits over 4,171 Days - 1.26cph!
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Making a gigantic mega-cliff sounded like a good idea at the time.
Made grass and forest splats slightly brighter in tundra to match foliage changes
Tweaked translucency and diffuse maps of trees and bushes. Trees should no longer look too dark at noon and should look less noisy overall.
Unified translucency intensity
Made grass slightly brighter
Removed some packed textures that got brought over from HDRP branch
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low effort CraggyIsland rock placement - useful for testing
Bandit town NPC and turret tweaks (performance)
Fixed "Roadsigns and roadside props spawning at intersections"
Merge from HDRP_Art_backport
Added grass and decor spawners to CraggyIsland again
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Fixed tree billboards always (often? sometimes?) being always visible on trees that spawn within network range until going back out / in network range
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Greatly reduced small rock clutter density in all biomes and especially snow biome
Reduced max scale as well
Fixed powerplant cooling tower ladder issue
Fixed stables road points not all being set to trail
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merge from volumetric light beam fix
Tab to toggle demo UI on and off
Added a label to list keys
New non-broken test.dem
Scenery menu background videos
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Added some convars to switch on/off and change settings for build testing.
Added plugin source, hooked plugin up to get things running.
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"
Limit foliage position clamping based on dispatten
Reduced bandit town NPCs by half
Added auto turrets
Bandit town S2P
Reapplied CCTV to dome, loot shuffle
S2P
Tweaked satellite dish loot populations
Changes to env.cloudrotation will now apply even if env.cloudmovement is false