658 Commits over 3,561 Days - 0.01cph!
Updated material definitions in HAB prefab (ropes)
Ropes moved from basket to balloon - HAB
Updated guide mesh definition in SAM Site prefab
SAM Site guide mesh
Simplified parts of gibs in an attempt to rid of convex errors
tweaks to HAB-colliders-concave-merger
convex collider for deflated HAB cloth
Adding a merged server collider mesh for HAB
SAM Site turret pitch anim limit increased
Added bones to the hierarchy defining tubes positions
Added a flag model and a flag pole to the HAB basket model
updating basket gibs to reflect changes
basket model vertex alpha update
Updated HAB prefab to hold the new button model
Custom button model for the HAB basket ignition
Fixed impostor rooms not displaying on cargoship. Used LODGroup instead of meshcull it was using prior.
Fix for RUST-205 - Players forced to jump to walk through middle cargo containers
terrain blend maps for swamps and bandit town
fixed water surface size/shape in them
Fixed RHIB glitchy visuals under shader level 300
Fixed scale issue on casino wheel using a custom model
big_wheel prefab updated
Sheet metal door script export fuckup, fixed
RUST-41 Fixed see through gap between single sheet metal door and doorways
RUST-42 Fixed food crate spawner max per tick value being over the top
RUST-39 Attempting to fix fallen logs blocking APC pathing at LS by making building topology wider on terrain
RUST-54 Section of LS ladder cannot be climbed (missing volume)
RUST-115 Fixed inaccurate colliders on powerline base
RUST-110 Fixed out of bound exploit at MT
merge from procmap_puzzles_polish
Fixed roof jump exploit at WTP
Shifted recyclers out on Powerplant and Sewer Branch
Removed RendererBatch scripts from pipe sets
Loot balance outside puzzles
Fixed an exploit where you could loot a through a window on Powerplant
Fix to Powerplant puzzle flow
Final check over generators
removed legacy barricades in mines at MT
Fix to Powerplant puzzle flow
Fix to Airfield puzzle flow
Reverted generators player pos transforms across levels unless using a different transform location
Fixed a blocker at Trainyard main building staircase
Shifted food crate away from recycler at MT
removed buzzing sound and smoke from light fixtures 'on' prefabs
generic glass texture tweak
Caves - Cave spike pit only does damage when moving. Player does not take damage on entry anymore.
dynamic grass and grass terrain splat brightness alignment
Temperate and Arid day LUTs less saturated
Camera Eye Adaptation effect is weaker
Water junk piles files and extras