127,434 Commits over 4,109 Days - 1.29cph!
First iteration of Cover point detection system.
First iteration on HTN Planner (agent is not doing much yet).
Rocket factory LOD/COL/Prefabs
Silo occluder is on correct layer now
Fixed jumping distance on jmp puzzle launchpad
Fixed office building ladder angle
Fixed gaps between doors & doorframes, geometry gaps
Planter material fix
Missing rods collision on giant floodlights
Splat painting pass
scene stuff
proper terrain4.asset
Rocket factory exterior LOD/COL
Updated StagPoint HTN Planner to a version I got from the developer.
Tweaked it's code to work to my benefit / not bug out.
Migrated my code from RC1 to latest version.
Feels a bit too unstable to use in production yet. Learned a lot from it though.
Removed a bullshit 0.33 reflection multiplier from MainCamera (set on sky dome)
Full surface of small and medium cave rooms now buildable for players (no surface restriction). Large room remains unchanged
Subtracting
21367 (should've gone to save146)
Rocket factory / scene/lod/colider fixes
re-committing cave changes
Re-committing Damian's changes
Loot spawns
Made rocket factory exterior render further
Office interiors, occluders removed on glass panels segments
Copying changes from hapis5
Removed random 0.33 sky reflection multiplier (set on sky dome instead)
Portacabin walkway LODs/COL/Prefabs
Pavement merge and vertex paint
Door rotation fixes
Fixed colision material on ground
Fixed vertex paint on ground LODs
Created placeholder loot placement
Smarter dynamic music clip loading/unloading (only load needed sections instead of whole songs at a time)
Sync improvements
Bugfixes
Minor optimization & cleanup
Tweaks for wind intensity on foliage (tall grass clusters, bushes)
Forest dead branch clutter collider shouldn't block movement anymore
Stone collectables and tree stump displace grass around themselves
Fix for RUST-1697 - Inaccessible loot spawn in military tunnel mines
Fix for RUST-1694 - Double door at powerplant
Fix for RUST-1698 - Building / raiding outside of caves / Light well cap model now uses a collider
Fixed some missing script references in overgrowth_dressing (pending Scene2Prefab)