userandrecancel

12,539 Commits over 4,109 Days - 0.13cph!

8 Years Ago
Merge from main
8 Years Ago
Added env.progresstime (pauses time of day progression when false)
8 Years Ago
Can only place one tool cupboard per building
8 Years Ago
Comment
8 Years Ago
Increased building privilege radius around buildings to 16
8 Years Ago
Twig foundations can no longer be placed inside building privilege (only floors)
8 Years Ago
Decay entities also show their health bar when holding a hammer Stability entities no longer automatically show their health bar when stability is below 25%
8 Years Ago
Updated ShowHealthInfo flag on prefabs that were using displayHealth
8 Years Ago
All decay entities only show their health when their health is below 95% All stability entities only show their health when their health is below 95% or their stability is below 25% Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo
8 Years Ago
Rust.Data.dll
8 Years Ago
Removed a bunch of unused garbage from protobufs
8 Years Ago
Road and river tweaks
8 Years Ago
Fixed that small power substations were never spawning
8 Years Ago
Adjusted road and river mesh width Improved road and river terrain adjustments
8 Years Ago
Road layout optimizations
8 Years Ago
Spawn path start / end objects before the side / along objects
8 Years Ago
Fixed power line pylons still sometimes spawning on roads
8 Years Ago
Don't spawn bus stops at intersections, only at start / end nodes of the road network
8 Years Ago
Terrain placement scripts show position / size in inspector
8 Years Ago
Harbors also connect to power grid
8 Years Ago
Added road / power connection points to junkyard Updated junkyard heightmap / splatmap for correct placement
8 Years Ago
Merge from junkyard
8 Years Ago
Merge from building_system_3
8 Years Ago
Merge from main
8 Years Ago
Tweaked gravel arid biome tint
8 Years Ago
Compile fix
8 Years Ago
Stuff on roadsides / powerline pylons check their terrain anchors
8 Years Ago
Added some grass clutter to procedural roads
8 Years Ago
Roads use biome tint of gravel splat
8 Years Ago
Tweaked path splat and topology blending
8 Years Ago
Tweaked road width Changed roadside splat to gravel
8 Years Ago
Changed procedural road to asphalt
8 Years Ago
Tiny road layout optimization
8 Years Ago
Merge from main
8 Years Ago
OCD
8 Years Ago
Better solution to prevent flooded roads
8 Years Ago
Ice lakes are placed after monuments so they don't occupy half the arctic biome
8 Years Ago
Added terrain anchors to power line pylons for better placement
8 Years Ago
Fix
8 Years Ago
Same thing for power lines
8 Years Ago
Split river and road terrain adjustments into their own procedural components
8 Years Ago
Improved mesh generation and terrain adjustments for roads and rivers
8 Years Ago
Cleanup
8 Years Ago
Improved transition from procedural roads to monument roads
8 Years Ago
Fixed the occasional gaps between roads and terrain Fixed terrain sometimes peaking through roads
8 Years Ago
Optimizations
8 Years Ago
Cleanup
8 Years Ago
Cleanup
8 Years Ago
Subtracting 24120, 24123, 24124, 24127
8 Years Ago
Mining quarry is uncraftable and no longer drops as loot (static quarries only)