Per-area specific rules for spawning ground clutter. This will eventually tie into the biome/tiering system, but for now it's making the... let's call it a grove... look less sparse.
Point exit directions are based on your look vector; this means you don't need to dismount to choose where you next turn. This is a per-world difficulty setting - recommend Easy Points ON for single-player, OFF for multiplayer, and people who love realism can also have it on