10,832 Commits over 3,867 Days - 0.12cph!
Nighttime reflection probe ground color fix
Fixed lantern stacking / hiding
Fixed the 2 keylock meshes being registered with two LODGroups / no LODGroups (cc Helk)
Fixed RUST-293 (foundation steps cannot be placed in some situations)
Foundation placement check fix in tight spots
Don't batch wooden shutters (because they can move)
Spawn the building block skin immediately if stability is still pending
Deployer / Planner check AntiHack system before allowing placement
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Shader, asset and prefab warmup convars are client-only, saved
Powerlines correctly prevent building
Wiggling my way around some building exploits
Subtracting shelves layer change (see RUST-283)
Dungeon terrain carving fixes
Underwater particle effect script
Changed splatmap resolution bias
Fixed terrain alpha issues around sewer entrances
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments
Fixed insane plant growth in shallow lakes
Triangle foundation exploit fix
AntiHack debuglevel is 2 in the editor
By default, allow admins to use their noclip cheat even on antihack userlevel 2
Foundation step exploit fix
Roofs are more expensive and have less health
Various building exploit fixes
Fixed missing bushes when playing in the editor
Some missing monument topology for powerplant, trainyawrd, water treatmant plant and radtown 3
Static resource deposists contain crude oil
Trainyard and water treatment plant prefab scene tweaks
Static pumpjacks for powerplant, trainyard and water treatment plant
Sphere tank and warehouse topology textures
Monument prefab scene updates (more padding + increased fade distance)
Monument terrain adjustment fadeout is noise modulated for more natural transitions
Monument texture data ignores outermost texture pixels because Unity terrain painting forces those to zero
Slightly better river-ocean transition
More rock params from HapisIsland
Don't spawn field rocks on prefab mountains
Removed shitty cliffside decor