110,890 Commits over 3,897 Days - 1.19cph!
Way down the rocket crane
break down of rocket_crane_floor_b
removed some rods on rocket_crane_lift_shaft
Fixed intersection between rocket and scaffolding
Fixed rocket factory trim colider
Fixed invisible blockers
Fixed support beam colision
Fixed gaps in warehouses
Fixed missing coliders on turbines
Fixed modular pipes turning black
Fixed portacabin stairs
Added checkpoint to airfield entrance
replaced lift to update prefab-id / scene2prefab
Launch site scene update / scene2prefab
rocket crane procedural lift prefab / manifest
perimeter wall decal mtl set to cutout
fixed ores sometimes not giving the bonus on completion
fixed sand/snow ores not giving proper hqm yields
Added outdoor environment type (use when no darkening should be applied)
Added blend map and terrain anchors to launch site
Enabled hierarchy flattening on launch site (performance)
Added terrain blend map support (when used monuments blend their heightmap with the blendmap falloff instead of the basic radial falloff)
Scene
Lighting
Driftwood isn't wetter than the surrounding terrain
Scene stuff
Light tweaks.
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