111,685 Commits over 3,928 Days - 1.18cph!
Added Recycler
Added Recycler as public works to most monuments
added rope
added ducttape
added gears
added tech parts
added tarp
added bleach
Fixed river overlap-related reflection issues (RUST-1330)
Tweaked shore alpha fade water material params; touched relevant water shaders
Added new industrial props
Fixed lighthouse LOD gaps
Activated water vis trigger in edit mode only, for testing purposes
Fixed tick collision issue properly
Adding cave_medium_hard layout and files
Updated all caves scenes
Fixed rubberbanding at the outer edges of certain terrain triggers (RUST-1321)
Disabled water vis trigger for update/wipe; not server ready yet
Fixed that certain inland geographical features only existed on larger maps
Added terrain check system (similar to terrain anchors but without adjusting the position to fit)
Added terrain checks to lighthouse
adding cave_medium_medium layout and files
adjustments to cave_well_c room jump
flame turret with textures, materials, gibs, col, prefab etc
Fixed water-related DX9 half screen darkening issues across all gpu models (RUST-1322)
Fixed DX9 broken motion blur on AMD R9 (possibly others)
Fixed DX9 broken water reflections on AMD R9 (possibly others)
Stripped Xp system (properly)
Fixed devs/admins not being devs/admins
cave_medium_easy terrain trigger fix at exit2
added more headspace for a jump in canyon room
Fixed water vis trigger handling non player objects + potential timestamp collision
cherry picking from
16720
small holes in a sewer mesh closed
Fix for RUST-1326 / Hapis sewers/drains terrain trigger mess
military tunnels scene misc fixes
Fix for RUST-1283 / Fall through terrain at military tunnel
Netgraph can only be used by admins and developers (RUST-1327)
Hide out of date servers for real
updated the spawn amount of caves
adding cave_medium_easy layout and files
Fixed potential NRE in FootstepEffects
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
fixed a couple of bugs in cave blocks
adjusted killing spikes rates for a total kill upon fall
water visibility trigger debug code
cave_small_hard layout and files
Merge from dangerous_optimizations
Warmup player animators when they switch to enabled (fixes animation state when players become visible)