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I don't recall the devs saying they were going to revisit this issue, since they did manage to get the actual rain to stop when under cover. There may also be a limitation of the game engine - an inability to discriminate fully between covered and uncovered areas, with exception, I believe, of the caves, as they are static parts of the game world.
The issue is that the way they've implemented rain is that it is just an animated screen filter and an animated ground texture. If they were real particles they would simply need to specify collision with this tool[docs.unity3d.com]. Their only solution is to create some logic between structures and terrain so that a transparency mask is applied onto the wet terrain texture below such structure.
I agree and would like that too. I was merely addressing the issue at hand.
If what you're saying is accurate, in regards to the dev's implementation decision, then it is still a limitation of the engine, in that there is no function for it to discriminate cover/uncover.
But back to the original question, have you heard anything from the dev in regards to revisiting the issue?
No word on a fix coming in the near future.
https://steamcommunity.com/app/815370/discussions/1/1678063648172607852/