113,802 Commits over 3,959 Days - 1.20cph!
Adjusted ore spawn rules so they really only spawn near rock formations
PrefabParameters is now a PrefabAttribute
Adjusted terrain anchors on the launch site
Adjusted terrain anchors on all monuments and caves (except launch site)
Rocket factory changed lift leading to the roof
Terrain anchor improvements
Made going down the crane more obvious
Junkpiles only spawn next to roads and powerlines
Junkpiles no longer align to the terrain normal
TerrainAnchorGenerator takes offset range
Increased riverside / roadside topology radius
Way down the rocket crane
break down of rocket_crane_floor_b
removed some rods on rocket_crane_lift_shaft
Fixed intersection between rocket and scaffolding
Fixed rocket factory trim colider
Fixed invisible blockers
Fixed support beam colision
Fixed gaps in warehouses
Fixed missing coliders on turbines
Fixed modular pipes turning black
Fixed portacabin stairs
Added checkpoint to airfield entrance
replaced lift to update prefab-id / scene2prefab
Launch site scene update / scene2prefab
rocket crane procedural lift prefab / manifest
perimeter wall decal mtl set to cutout
fixed ores sometimes not giving the bonus on completion
fixed sand/snow ores not giving proper hqm yields
Added outdoor environment type (use when no darkening should be applied)
Added blend map and terrain anchors to launch site
Enabled hierarchy flattening on launch site (performance)
Added terrain blend map support (when used monuments blend their heightmap with the blendmap falloff instead of the basic radial falloff)
Scene
Lighting
Driftwood isn't wetter than the surrounding terrain
Scene stuff
Light tweaks.
LOD scripts take distance mode (XYZ or XZ) - useful for lifts
Baked more vertexpro bs to assets
Launchsite scene update
Adjusting lift destination height
launchsite lifts placement for test
Lift saves and loads the current floor
Warehouse occluder
Rocket factory occluder
Added ProceduralLift (baseline for lifts that aren't animator-controlled and can have multiple stops)
Additional warehouse LOD
Support beam LOD/COL/Prefab
Fixed door scaling
Ground pipe hole LOD/COL/Prefab
Reduced wind on creeping plants
Fixed some missing script references in overgrowth_dressing (pending Scene2Prefab)
Fix for RUST-1698 - Building / raiding outside of caves / Light well cap model now uses a collider
Fix for RUST-1694 - Double door at powerplant
Fix for RUST-1697 - Inaccessible loot spawn in military tunnel mines