5,952 Commits over 4,138 Days - 0.06cph!
launchsite lifts placement for test
Adjusting lift destination height
Baked more vertexpro bs to assets
Launchsite scene update
perimeter wall decal mtl set to cutout
rocket crane procedural lift prefab / manifest
Launch site scene update / scene2prefab
replaced lift to update prefab-id / scene2prefab
Added checkpoint to airfield entrance
break down of rocket_crane_floor_b
removed some rods on rocket_crane_lift_shaft
Way down the rocket crane
Made going down the crane more obvious
driftwood material tweaks
mtl fix on old train crane
added grass displacement to Trash-pile-1 otherwise lost in grass
Removing greybox models left from prototyping time
lifts were missing a decal renderer script
this one slipped through commits
rocket_crane_cage text decals removed
rocket_crane lifts have no roof to avoid colliding/entering the top machinery box
static unopenable doors now have a keylock on display as a visual cue that the door is locked
static doors remaining doors version
static doors differentiate from normal doors in texture (burnt/dirty)
A whole lot of dressing optim and distance tweakage
RUST-1726 - Missing walls / floor at military tunnels
RUST-1711 - invisible wall / blocker / fix attempt
Re-painting airfield alpha splat
removed some static road bits before airfield entrance
sealing on of the lift doors to avoid falling to death
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
Attempt to fix rock formation offset
testing rock_formation_f export without flatten hierarchy
disabling shadow casting on far rocks