199,230 Commits over 4,140 Days - 2.01cph!
Fixing building info text not quite updating properly
Wants Basic Equipment activity expires when all possessions requirements are met.
Activity notifications update when any of the collated activities have their conditions met instead of waiting for all of them.
Logging for weird cast error that happened once in ItemAction.
More work on Bandit Guard AI.
Bandit town Scene 2 prefab.
Updated Facepunch.Steamworks
No longer filter character spawns by biome (only by tier)
RUST-110 Fixed out of bound exploit at MT
RUST-115 Fixed inaccurate colliders on powerline base
Added spawn_point, terrain_trigger and water_trigger prefabs (in assets/bundled/prefabs/modding folder)
RUST-54 Section of LS ladder cannot be climbed (missing volume)
Small clutter rocks no longer use convex mesh colliders
RUST-39 Attempting to fix fallen logs blocking APC pathing at LS by making building topology wider on terrain
Skill levels, related cleanup
Fixed team UI NRE without local player (breaks demo playback)
Skill level data validation, editor bits
RUST-42 Fixed food crate spawner max per tick value being over the top
Make sure we load skill levels properly
merge from roles refactor
Removed shadow casting lights in bandit town
Xmas gift box no longer marks player hostile
Oil barrel no longer marks player hostile
RUST-41 Fixed see through gap between single sheet metal door and doorways
Cache savegame metadata so it doesn't reload more than it needs to
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Instanced a couple of bandit_town materials
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Optimized bandit town
Reduced LOD distances on various objects
Moved various object to correct layers
compound bow sound tweaks
Updated collisionutils, fixes trigger_changelevels not working
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Turned down edge scroll speed a bit
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bigwheel added to bandit town