10,834 Commits over 3,867 Days - 0.12cph!
Rock cull distance tweaks
Fix for argument out of range exception in road generation on certain seeds
Prefab auto-updates (Tools/Prepare Prefabs)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Additional rock spawns for forests
Custom maps keep hand-painted cliff topology, add auto-baked to it
Custom map clutter topology (auto-baked for now)
Removed some terrain adjustments from underwater rocks
Subtracting
13980 (temp powerline fix)
Forest rock clutter and bushes
River source prefab adds decor topology
Various splat mapping improvements
Cliff mesh variety and visual improvements
Tweaked waterside rock terrain adjustment
Rockets + explosive rifle ammo deal full damage to strong side walls / doors again (fix for RUST-721)
Temp fix for missing powerlines next to roads
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
LightLOD treats spot and point lights separately (since point light shadow maps are much more expensive)
Fixed LightLOD issues when the number of lights in the scene is less than the graphics.shadowlights convar
Made LightLOD snap to the current state (enabled or disabled) on spawn rather than always starting disabled and fading in
Building blocks only send their support value to clients when it hasn't changed in the last iteration (fixes potential client connection flooding)
Another layer of exploit safety for direction properties
Building protection reboot
Wall frame can no longer be placed after roof (fix for RUST-689)
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
Updated skeleton damage multipliers
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Prefab mountain topology updates
Fixed regression that caused rocks to occasionally overlap roads
Randomize road width slightly
Rivers react to obstacles in a more natural way
Reduced river and road vertex count slightly
Fixed riverside and roadside topologies reaching too far around rivers and roads
Tweaked river and road splat adjustment fade
Fixed rivers sometimes randomly failing to be added to the water map (physics weirdness)
Added normal smoothing factor to road and river meshes
Fixed mesh normal discontinuities when rivers and roads have to be split for collider perf
First terrain splat pass no longer calculates slope
Road and river side cliff topology