5,753 Commits over 3,987 Days - 0.06cph!
Some canyon dressing fixes
del missing scripts components left over in harbor scenes
fixed a portacabin collider offset
Harbor_1 & 2 DecorSwim / terrain fixes
A few blocking props on Harbor_1
spawnpoints setup for barrels, crates yields balance - harbors
changing layer to World on harbor crane
truck and trailers placement polish
Adjusted a jumping puzzle barge to cooperate with water
Couple of missing colliders fixes
Baked vertex stream data to asset files on Harbor_1,2,Powerplant
Wrecked sedan_a vehicle model/LODs/COLs/Prefab
added the car wreck and junkpile art to junkpiletest
Repair bench cannot be used to block off windows and see through them (collider accuracy)
Adding new junkpiles to the spawntable
Fixed puzzle barge door placement RUST 1512
Scene2Prefab Harbor_1
cherrypicking truck variants
Truck wreck models/LODs/COL/Prefab
Added a new junkpile containing the wrecked truck
Manifest
Cannot place items or build over junkpiles
overgrowth atlas textures wip/backup
vegetation models WIP
roads and railroad overgrowth dressing
concrete slabs and sewers overgrowth dressing
Scene for prefabs management
some more prep work (overgrowth dressing scene)
Overgrowth dressing scene prep over -
Roads, train tracks, sewer drainwalls and concrete slabs now generated through Scene2Prefab
LODs and vertex color painting for vegetation, R and G channels are used for detail bending
Prefabs created for all models
Overgrowth dressing scene update
Custom collisions for L&R armored double doors - can shoot your face through
Armored doors LOD1 include the peep hole
Toptier door hatches cull further away (100m)
Toptier door hatches wont cull (for now)
re-instated wall.frame.shopfront.metal prefabs - Drawer item exchange shopfront
Fridge deployable textures, model LODs, anims, Prefabs
Fridge icon, colliders. prefab update
ItemScreenshot scene update
fridge uses Box Storage rather than Door entity (until 2018 :o)
re-setup
Changed panel name
Manifest
merge from fridge_deployable