branchrust_reboot/main/save146cancel
38 Commits over 30 Days - 0.05cph!
occluders for office buildings, office interiors
fix for RUST-1446 - one sided collider in industrial building g
Rubble pile tint mask + biome tinting
launchsite tweaks, missing ladders
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
Full surface of small and medium cave rooms now buildable for players (no surface restriction). Large room remains unchanged
re-committing cave changes
Loot spawns
Made rocket factory exterior render further
Office interiors, occluders removed on glass panels segments
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
Reduced wind on creeping plants
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