5,757 Commits over 4,018 Days - 0.06cph!
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
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