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124,179 Commits over 4,171 Days - 1.24cph!

4 Years Ago
re-setting LOD draw distances on power substations prefabs
4 Years Ago
electrical boxes and crates draw distances (must have gotten stomped during proxies) re-added sewer branch puzzle fixed rock clipping inside trainyard tunnel
4 Years Ago
Roadside train tunnel entrance now uses entrance_monuments_a prefab
4 Years Ago
Train tunnel icons on entrance_monuments_a and entrance_monuments_b
4 Years Ago
delete and re-creating metas on vehicles and small rock clutter files (similar problem encountered with cliffs earlier)
4 Years Ago
Added prevent building volumes to roadside wrecks
4 Years Ago
merge from main
4 Years Ago
reworked checkpoint2 area at airfield, fixed barrels spawns fixed floating water tower at wtp, intersecting rock inside sewer tunnel removing birch_medium_tundra harvestable tree from satellite dish in an attempt to fix NREs roadsigns are harvestable in sat dish fixed crane/rail block at trainyard by fully blocking the gap, attempting to get better electric wires rotating powerline posts (this is getting old)
4 Years Ago
Another attempt to make the cave_sewer_hard terrain cooperate on all seeds
4 Years Ago
bulkframe props chainlink fence now properly on transparent layer and double sided collider
4 Years Ago
loot barrels gibs material should match visuals
4 Years Ago
fixed collider gap in cargo ship deck wall
4 Years Ago
fixing cargoship style 2 containers covers zfighting/clipping
4 Years Ago
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4 Years Ago
Compound - jiggling about prevent movement volumes to prevent access to getting stuck honey pots Awnings - added a custom collider, fixed collider being one way on cloth
4 Years Ago
LS - re-sculpting terrain around the drains to help prevent out of bound exploits on some rare seeds
4 Years Ago
Small oilrig fixes, powerplant fixes, excavator fixes
4 Years Ago
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4 Years Ago
Allow playerseed command to work with player names instead of IDs (only for players who are in the scene though)
4 Years Ago
Fix the playerseed command not handling Steam IDs due to them being longer than what fits into an int
4 Years Ago
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4 Years Ago
Merge Main -> CardGames
4 Years Ago
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4 Years Ago
Merge from main
4 Years Ago
Remove unused variable
4 Years Ago
Remove some logs
4 Years Ago
Progress on bush spawn settings Replaced tall grass in tundra with bushes
4 Years Ago
Unified prefab setup for all bushes / their billboards should have the same viewing distances
4 Years Ago
cloud billboard alternate triangulation
4 Years Ago
adding subsivision to cloud billboard
4 Years Ago
Added decor.procmap.v3 to world setup
4 Years Ago
SkyTest scene for Thai
4 Years Ago
Tweaked cactus material Tweaked cacti LOD distances Tweaked arid bush colors, size, billboards and materials Created new decor.procmap.v3 prefab Tweaked spawn rules for arid bushes and allowed their billboards to render much further Made unique spawners for ocotillo and dead bushes
4 Years Ago
Hapis scene backup
4 Years Ago
A* navigation now respects the current speed fraction. Updated cargo ship AI design file.
4 Years Ago
cargo ship AI design files. updated cargo ship test scene.
4 Years Ago
HumanPathFinder gets virtual info zone if applicable. BaseNavigator SetPosition navmesh function will now attempt to fallback to the A* mode.
4 Years Ago
Network++ Save++
4 Years Ago
RustNative update (alt forest type now uses forest splat instead of grass splat, as requested by Damian)
4 Years Ago
Fixed "generate textures" being an order of magnitude slower than it needs to be