12,530 Commits over 4,048 Days - 0.13cph!
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
Clutter topology generation in its own script
Fix for incorrect cliff topology in certain cases around mountains
Add micro cliffs to the sides of roads and rivers when appropriate
Better river analysis (finds a near-optimum distribution)
Fully deferred cliff detection (fixes a number of splat mapping issues)
River generation improvements
Road and river terrain adjustment improvements
Micro cliff placement improvements
Fixed river source prefab being on the wrong physics layer
Fixed floaty rocks on river source prefab
Vegetation scale adjustments
Procedural bush placement reboot
Bushes spawn around rock clusters and forests
Bushes spawn along the beach-grass transition (rather than all over the beach)
Ores always spawn around rock clusters (same overall count on map as before)
Ores are easier to spot (slightly bigger, always near rocks) and more grounded
Small trees spawn around rock clusters and forests
Fixed missing airfield wall colliders
Fixed Physics.IgnoreCollision performance regression on certain hardware
Clutter rocks are clientside decor (perf, collider count)
MaterialSetup can be pooled / used on dynamic decor
Prefab adjustments (rock_small)
Fixed escalating load times on larger maps
Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
Fix for RUST-654 (turret roof exploit)
initialize conditional models on server start again
Merge from save115
HapisIsland, procedural generation and dungeon updates
Merge from save115
HapisIsland, procedural generation and dungeon updates
Reject rivers on extreme slopes
Rock formation prefab updates