117,474 Commits over 3,987 Days - 1.23cph!
LOD scripts take distance mode (XYZ or XZ) - useful for lifts
Baked more vertexpro bs to assets
Launchsite scene update
Adjusting lift destination height
launchsite lifts placement for test
Lift saves and loads the current floor
Warehouse occluder
Rocket factory occluder
Added ProceduralLift (baseline for lifts that aren't animator-controlled and can have multiple stops)
Additional warehouse LOD
Support beam LOD/COL/Prefab
Fixed door scaling
Ground pipe hole LOD/COL/Prefab
Reduced wind on creeping plants
Fixed some missing script references in overgrowth_dressing (pending Scene2Prefab)
Fix for RUST-1698 - Building / raiding outside of caves / Light well cap model now uses a collider
Fix for RUST-1694 - Double door at powerplant
Fix for RUST-1697 - Inaccessible loot spawn in military tunnel mines
Forest dead branch clutter collider shouldn't block movement anymore
Stone collectables and tree stump displace grass around themselves
Tweaks for wind intensity on foliage (tall grass clusters, bushes)
Smarter dynamic music clip loading/unloading (only load needed sections instead of whole songs at a time)
Sync improvements
Bugfixes
Minor optimization & cleanup
Portacabin walkway LODs/COL/Prefabs
Pavement merge and vertex paint
Door rotation fixes
Fixed colision material on ground
Fixed vertex paint on ground LODs
Created placeholder loot placement
Removed random 0.33 sky reflection multiplier (set on sky dome instead)
Copying changes from hapis5
Office interiors, occluders removed on glass panels segments
Loot spawns
Made rocket factory exterior render further
Re-committing Damian's changes
re-committing cave changes
Rocket factory / scene/lod/colider fixes
Subtracting
21367 (should've gone to save146)
Full surface of small and medium cave rooms now buildable for players (no surface restriction). Large room remains unchanged
Removed a bullshit 0.33 reflection multiplier from MainCamera (set on sky dome)