12,530 Commits over 4,048 Days - 0.13cph!
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
Occasional barrel around powerlines
Terrain alpha distance cutoff tweak
Static mining quarry entity bounds
Exclude monuments from auto-cliff-splatting
Rock material parameter blending fix
Field rock splat modifier tweaks
Stealing some rock tints from HapisIsland since those suck a bit less
Satellite dish terrain adjustment improvements