5,764 Commits over 3,683 Days - 0.07cph!
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
Adjusting lift destination height
launchsite lifts placement for test
Reduced wind on creeping plants
Fix for RUST-1698 - Building / raiding outside of caves / Light well cap model now uses a collider
Fix for RUST-1694 - Double door at powerplant
Fix for RUST-1697 - Inaccessible loot spawn in military tunnel mines
Forest dead branch clutter collider shouldn't block movement anymore
Stone collectables and tree stump displace grass around themselves
Tweaks for wind intensity on foliage (tall grass clusters, bushes)
Office interiors, occluders removed on glass panels segments
Loot spawns
Made rocket factory exterior render further
re-committing cave changes
Full surface of small and medium cave rooms now buildable for players (no surface restriction). Large room remains unchanged
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
launchsite tweaks, missing ladders
occluders for office buildings, office interiors
fix for RUST-1446 - one sided collider in industrial building g
Rubble pile tint mask + biome tinting
Detail colliders for stairs block
bunker rooms for launchsite LODs/COls/Prefabs
scene2prefab launchsite
Dressing backup, splat painting
fixed an occluder of one watchtower
Rest of the foliage texture sheet factored into tinting mask
Flower clutter spawn slightly taller
-Tall grass clusters and dungeon foliage do not displace
-Tint tweaks, contrast, grass overall shorter
Junkpile base model using terrain blend shader - should allow steeper placement (up to 20 degree)
baking to assets vcolor painted meshes
dressing backup
baking to assets vcolor painted meshes