11,014 Commits over 4,079 Days - 0.11cph!
Navigation layer does not collide with anything
Main camera ignores navigation layer
Added "Navigation" layer
Removed unused "Sky" and "Sky Reflection" layers
Fixed a bunch of skinnables not having their bundle set
More console autocomplete / history improvements
Grass LODs fall off with 3D distance instead of 2D distance
Grass quality setting affects new grass
Can quick-autocomplete in console with tab
Autocomplete no longer prevents going back in the command history
Really fixed grass missing on first connect (RUST–1719)
Potential fix for RUST-1724
Fixed grass missing on first connect
Removed pointless distance check from PlayerModel.cs SpineIK (just use net distance)
Fixed yuge wood worldmodel
Fixed bulge around junkpiles
Removed individual barrels from roadside as they tend to block junkpile spawn positions
CraggyIsland has some roadside topology
Potential fix for fucked up world gen
Network++
Save++
Updated spawn prefabs (some stuff for Barren and some reordering)
Removing some old unused prefabs
Driftwood can be gathered
Cherry picking
21442 and
21443
Adjusted temperate biome ore distribution (50% stone, 25% metal, 25% sulfur instead of 33% each)
Adjusted ore spawn rules so they really only spawn near rock formations
PrefabParameters is now a PrefabAttribute
Adjusted terrain anchors on the launch site
Adjusted terrain anchors on all monuments and caves (except launch site)
Terrain anchor improvements
Junkpiles only spawn next to roads and powerlines
Junkpiles no longer align to the terrain normal
TerrainAnchorGenerator takes offset range
Increased riverside / roadside topology radius
Added outdoor environment type (use when no darkening should be applied)
Added blend map and terrain anchors to launch site
Enabled hierarchy flattening on launch site (performance)
Added terrain blend map support (when used monuments blend their heightmap with the blendmap falloff instead of the basic radial falloff)
LOD scripts take distance mode (XYZ or XZ) - useful for lifts
Lift saves and loads the current floor
Added ProceduralLift (baseline for lifts that aren't animator-controlled and can have multiple stops)
Fixed some missing script references in overgrowth_dressing (pending Scene2Prefab)