5,400 Commits over 3,592 Days - 0.06cph!
ore nodes new files & prefabs
Detailed stair colliders, tiers variations
Disabled the 2 east lifts in launch_site
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
placed some temp safeguards in the lift at rocket factory
disabling shadow casting on far rocks
testing rock_formation_f export without flatten hierarchy
Attempt to fix rock formation offset
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
sealing on of the lift doors to avoid falling to death
removed some static road bits before airfield entrance
Re-painting airfield alpha splat
RUST-1711 - invisible wall / blocker / fix attempt
RUST-1726 - Missing walls / floor at military tunnels
A whole lot of dressing optim and distance tweakage
static doors differentiate from normal doors in texture (burnt/dirty)
static doors remaining doors version
static unopenable doors now have a keylock on display as a visual cue that the door is locked
rocket_crane lifts have no roof to avoid colliding/entering the top machinery box
rocket_crane_cage text decals removed
this one slipped through commits
lifts were missing a decal renderer script
Removing greybox models left from prototyping time
mtl fix on old train crane
added grass displacement to Trash-pile-1 otherwise lost in grass
driftwood material tweaks
Made going down the crane more obvious
Way down the rocket crane
break down of rocket_crane_floor_b
removed some rods on rocket_crane_lift_shaft
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
Baked more vertexpro bs to assets
Launchsite scene update