10,607 Commits over 4,413 Days - 0.10cph!
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
Fixed regression that caused rocks to occasionally overlap roads
Prefab mountain topology updates
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Updated skeleton damage multipliers
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group
Wall frame can no longer be placed after roof (fix for RUST-689)
Building protection reboot
Another layer of exploit safety for direction properties
Building blocks only send their support value to clients when it hasn't changed in the last iteration (fixes potential client connection flooding)
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
LightLOD treats spot and point lights separately (since point light shadow maps are much more expensive)
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
Temp fix for missing powerlines next to roads
Rockets + explosive rifle ammo deal full damage to strong side walls / doors again (fix for RUST-721)
Tweaked waterside rock terrain adjustment
Cliff mesh variety and visual improvements
Various splat mapping improvements
River source prefab adds decor topology
Forest rock clutter and bushes
Subtracting
13980 (temp powerline fix)
Removed some terrain adjustments from underwater rocks
Custom map clutter topology (auto-baked for now)
Custom maps keep hand-painted cliff topology, add auto-baked to it
Additional rock spawns for forests
Terrain normal map for shading calculations excludes rocks (fixes dark lighting artifacts)
Merge from save116 (new procedural generation, custom map updates, dungeon improvements)
Prefab auto-updates (Tools/Prepare Prefabs)
Fix for argument out of range exception in road generation on certain seeds
Rock cull distance tweaks
Fixed resource spawn clustering sometimes not working