111,809 Commits over 3,928 Days - 1.19cph!
Roadside powerlines spawn earlier in the map generation
Bus stops tend to spawn further away from the power substations
Bus stops spawn a bit further away from the road
Bus stops no longer spawn in the middle of nowhere, only at monuments
Busstop prefab was missing a decal renderer script
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
Monument topology spread on power substations
Fixed pylons sometimes spawning inside their power substation
Fixed power substation terrain anchors
Power substations spawn next to roads rather than on them
Canyon sewer big rooms lighting/covers pass
Fixed bus stops sometimes spawning inside powerlines
crystal prefab material looks less cartoony (material copy)
Some map generation order restructuring
Power substations are only added to start and end segments of paths, not to interruptions
Sewer big rooms prefabs with reverb and Ttriggers
WTP, Trainyard,Canyon, Powerplant : removed custom terrain triggers and manual ladder triggers for sewers
Pigeon nest includes ladders / missing Ttrigger on one sewer block
Only trim start and end segments of paths
Power substation placement tweaks
Paths can mark start and end segments
Fixed white earth mounds when shader level < 200 (RUST-1224)
Sewers prefabs now include reverb and terrain triggers
River and road meshes no longer cast shadows since it's pointless
Path spawning has start and end padding
Fixed TSSAA related occasional darkening
Renamed some loading screen steps
Biome spawn filter is binary (makes more sense for vegetation, fixes lone palms for real)
Added missing terrain triggers in facility rooms
Added reverb triggers to both mine tunnels and military tunnels prefab
Power substation spawn fixes
Mountain spawn fixes
Biome generation tweaks
Monument topology fixes on various monuments
Barren map should launch again.
Invis twig tree, and some stuff.
Fixed those 4 trees with slightly offset colliders.
Use a catchall emitter limit group when one can't be found for a specific ambience emitter
Fix for motion vector shader mishandling non-HasLastPositionData; fixed particles getting extreme/wrong blur
Merged cam thing into main pre.