7,151 Commits over 2,588 Days - 0.12cph!
vehicle modules now craftable and researchable
Car lift no longer takes a week to decay
Reduced car lift health
component research cost changes
Engine comp recycle and research cost balance
Removing MagnetSnapZone and missing scripts from Vehicle_Lift.prefab - will this resolve the warnings?
T1 engine comp spawns
S2P Roadside monuments
Disabled scrap transport heli spawns
Foundation steps no longer grounded
merge from wearable_lod_fix
Crafting time balance for engine components
Disabled minicopter spawns
Added car lift to compound sell orders
Car lift no longer default BP
Car lift crafting cost balance (likely to change)
T3 engine components not craftable + researchable
Compound S2P
Added vehicles & vehicles 2 vendors to compound
Setup sell orders and costs
Prices are temporary ready for public testing
Smart switch and Alarm craftable
Smart switch and Alarm researchable
Smart switch and Alarm crafting costs
Added compound vendor Extra2 prefab
S2P compound
Compound now sells smart switch and alarm
Fixed water catcher large and small LODs 2, 3 and cull the same distance
block player input on crate_mine
Disabled saving on Rust.AI animal agents
merge from tc_stacking_deploy_fix
Fixed small water catcher layer issue after recent art update - fixes ground watch not working
Do not allow TC placement on top of deployables when near construction
Added prevent building volume and construction checks to table deployable
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Reapplying Bill B Launch site changes (50021) which got stomped in save192 (monument_bypass) merge
Powered Water Purifier workbench level requirement
Reduced water pump crafting time from 120 to 30 seconds
Fixed some SAM blind spots at Launch side puzzle bypass
Powered Water purifier now decays outside of building privilege 8/8
Electrical heater 75 scrap to research
Powered Water Purifier 75 scrap to research
Pass on powered water purifier sockets, volumes, broken ground watch