115,562 Commits over 3,959 Days - 1.22cph!
Made the casino room bigger
Reduced heightmap steepness around the bandit town
Made water plane smaller to prevent it from sticking out
Use managed code for monument and mountain terrain data transfer (test)
Built morph target for Male_Light_00 for facial hairs and exported, so it now displays correctly on client.playerseed 585364905
Fixed erroneous names for some hair items in the inventory.
Removed some unsafe code (test)
Caught NRE exception in IOEntity when connectedTo is null and printed a more informative error + prevented NRE spam.
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Merged from bandit branch
fixed jackhammer holster position
Compound awning performance fix
Scene2Prefab
bigwheel added to bandit town
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compound bow sound tweaks
Optimized bandit town
Reduced LOD distances on various objects
Moved various object to correct layers
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Instanced a couple of bandit_town materials
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RUST-41 Fixed see through gap between single sheet metal door and doorways
Xmas gift box no longer marks player hostile
Oil barrel no longer marks player hostile
Removed shadow casting lights in bandit town
RUST-42 Fixed food crate spawner max per tick value being over the top
Fixed team UI NRE without local player (breaks demo playback)
RUST-39 Attempting to fix fallen logs blocking APC pathing at LS by making building topology wider on terrain
Small clutter rocks no longer use convex mesh colliders
RUST-54 Section of LS ladder cannot be climbed (missing volume)
Added spawn_point, terrain_trigger and water_trigger prefabs (in assets/bundled/prefabs/modding folder)
RUST-115 Fixed inaccurate colliders on powerline base
RUST-110 Fixed out of bound exploit at MT
No longer filter character spawns by biome (only by tier)
Updated Facepunch.Steamworks
Bandit town Scene 2 prefab.
More work on Bandit Guard AI.
Riot helmet LOD clipping fix RUST-48
More work on bandit guard AI.
[D11] Quick temporary fix for triggers to work on Xbox
removal of additional compound bow fbx/prefab
vm compound bow admire anim update
Made cargo ship deck longer