126,618 Commits over 4,109 Days - 1.28cph!
Make sure vehicle is freed correctly if vehicle lift is despawned
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Updates for the change in deployed vehicle lift prefab name
Merge from CraggyEaseOfUse -> Vehicles
Move BYPASS_PROCEDURAL_SPAWN_PREF out of server define
Merge from CraggyEaseOfUse -> Vehicles
Merge from Main -> Vehicles
Added Rust Editor window option to bypass procedural spawn and directly use "spawnpoint" tagged GameObjects. Automatically clears the setting if the loaded scene changes
Set Craggy back to daytime
Send an update if any genetics change during crossbreeding.
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
Rough first pass on generic.genes gene type crossbreeding weights
Check only server entities in crossbreeding vis results.
Tweaked crossbreeding range to give the correct neighbour results in planters.
[Server] Changed region filter from "NA" to "US" to reflect Rustworks setup - [Server] Changed region filter from "NA" to "US" to match the Rustworks response
[D11] + Cover_e and Cover_d adjusted LOD distance
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[D11] Optimised smoke grenade particles.
[D11] + Portacabins LOD distance tweaks
[D11] Altered the size of the Prevent_building blockers in both harbors
Crossbreeding only happens within a planter.
Fixed init, added some packages.
textures tweaks/add/remove - further cleanup on the way this week
cave_large_hard scene terrain rework
Play a particle effect when crossbreeding triggers. Using the harvest effect as placeholder.
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[D11] Fixed mesh normal issue on file cabinet objects
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BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid
TerrainMap -> NativeArray conversion start.
[D11] Lighthouse z fight fix
[D11] Fix for G2 Bradley's treads and error messages
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[D11] Lighthouse z fighting fix
[D11] Rocket factory exterior LOD3 vert colour fixed
[D11][UI] Fixed issues with kick messages
[D11] Flickering launch site elevator fix
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[D11] Terrain Texture Size Decrease
[D11] Optimised signal grenade particles.
hdrp ds using wrong appid
Water quality returns 0 not -1 when underwater.
Artificial light quality is now capped at 1 instead of 1.5, because it already provides the bonus of 24hr light and ignores the plants time of day happiness.