124,179 Commits over 4,171 Days - 1.24cph!
re-setting LOD draw distances on power substations prefabs
electrical boxes and crates draw distances (must have gotten stomped during proxies)
re-added sewer branch puzzle
fixed rock clipping inside trainyard tunnel
Roadside train tunnel entrance now uses entrance_monuments_a prefab
Train tunnel icons on entrance_monuments_a and entrance_monuments_b
delete and re-creating metas on vehicles and small rock clutter files (similar problem encountered with cliffs earlier)
Added prevent building volumes to roadside wrecks
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)
Another attempt to make the cave_sewer_hard terrain cooperate on all seeds
bulkframe props chainlink fence now properly on transparent layer and double sided collider
loot barrels gibs material should match visuals
fixed collider gap in cargo ship deck wall
fixing cargoship style 2 containers covers zfighting/clipping
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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
LS - re-sculpting terrain around the drains to help prevent out of bound exploits on some rare seeds
Small oilrig fixes, powerplant fixes, excavator fixes
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Allow playerseed command to work with player names instead of IDs (only for players who are in the scene though)
Fix the playerseed command not handling Steam IDs due to them being longer than what fits into an int
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Progress on bush spawn settings
Replaced tall grass in tundra with bushes
Unified prefab setup for all bushes / their billboards should have the same viewing distances
cloud billboard alternate triangulation
adding subsivision to cloud billboard
Added decor.procmap.v3 to world setup
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
A* navigation now respects the current speed fraction.
Updated cargo ship AI design file.
cargo ship AI design files.
updated cargo ship test scene.
HumanPathFinder gets virtual info zone if applicable.
BaseNavigator SetPosition navmesh function will now attempt to fallback to the A* mode.
RustNative update (alt forest type now uses forest splat instead of grass splat, as requested by Damian)
Fixed "generate textures" being an order of magnitude slower than it needs to be