114,011 Commits over 3,959 Days - 1.20cph!
Potential AttackHelicopterTurret Load NRE fix
Fixed wood and armoured single doors vehicle phys boxes not parented to the rotating hinge, preventing interactions through the doorway for about a second after a door is opened
Don't add the starting delay after placing a sleeping bag when placing the bag on the tutorial island
If a player presses the general respawn button respawn them on the island, not the mainland
Merge from ghost_sheet_fixes
Fixed ghost sheet parachute/arms issue on female player model
Added HuntingTrophy_Large model/materials
New NoRespawnZone trigger type. Added to oil rigs.
Added some info in the inspector for the WaterCatcherCollectRate object, and added the base collection rate there.
Fix turret not setting auth dirty when losing target behind LOS for >3 seconds and when turret is first turned on
merge from main -> trap_optimize
Updated Water Jug to support Charitable Rust 2023
Added forward shadow quality mode variants to select shaders and passes
Merge from particle-fade-mod
Fixed errors and match quality mode to opaque receivers
Readied for the new screenspace features.
Fix server failing to startup due to heightmap being large
Fix cooldown missing from shotgun trap after it fires
Merge from rail_network_link
Merge from experimental (rebase)
reduced patterning on brutalist wall segments
Tweaked MaxDepth and MaxFloor for caves in World Setup
Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
More prefab work (dungeon volumes, environment volumes)
Fixed opacity mask error in foliage-billboard shader caused by recent changes
Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
Water catchers now fill much faster when raining, even faster in stormy weather
More procedural cave piece prefab setup
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
Added procedural cave generation to World Setup
Added TerrainPathConnect to procedural cave entrances
Added InfrastructureType.Cave
Initial socket setup for the cave pieces
Initial sockets for procedural cave entrances
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
merge from player-heli-sound-polish
merge from HomingMissileLauncher
Merge from rail_network_link (to avoid merge conflicts later)
Better left / right connection in GenerateRailLayout
Added a ping for the kayak destination objective
Apply same restriction to global building blocks