10,550 Commits over 4,324 Days - 0.10cph!
Occasional barrel around powerlines
Removed shitty cliffside decor
Don't spawn field rocks on prefab mountains
More rock params from HapisIsland
Slightly better river-ocean transition
Monument texture data ignores outermost texture pixels because Unity terrain painting forces those to zero
Monument terrain adjustment fadeout is noise modulated for more natural transitions
Monument prefab scene updates (more padding + increased fade distance)
Sphere tank and warehouse topology textures
Static pumpjacks for powerplant, trainyard and water treatment plant
Trainyard and water treatment plant prefab scene tweaks
Static resource deposists contain crude oil
Some missing monument topology for powerplant, trainyawrd, water treatmant plant and radtown 3
Fixed missing bushes when playing in the editor
Various building exploit fixes
Roofs are more expensive and have less health
Foundation step exploit fix
By default, allow admins to use their noclip cheat even on antihack userlevel 2
AntiHack debuglevel is 2 in the editor
Triangle foundation exploit fix
Fixed insane plant growth in shallow lakes
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments
Fixed terrain alpha issues around sewer entrances
Changed splatmap resolution bias
Underwater particle effect script
Dungeon terrain carving fixes
Subtracting shelves layer change (see RUST-283)
Wiggling my way around some building exploits
Powerlines correctly prevent building
Shader, asset and prefab warmup convars are client-only, saved
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Deployer / Planner check AntiHack system before allowing placement
Spawn the building block skin immediately if stability is still pending
Don't batch wooden shutters (because they can move)
Foundation placement check fix in tight spots
Fixed RUST-293 (foundation steps cannot be placed in some situations)
Fixed the 2 keylock meshes being registered with two LODGroups / no LODGroups (cc Helk)
Fixed lantern stacking / hiding