128,721 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Updated Water Jug to support Charitable Rust 2023
                
                
                
                
             
         
        
            
            
            
                
                Added forward shadow quality mode variants to select shaders and passes
                
                
                
                
             
         
        
            
            
            
                
                Merge from particle-fade-mod
                
                
                
                
             
         
        
            
            
            
                
                Fixed errors and match quality mode to opaque receivers
                
                
                
                
             
         
        
            
            
            
                
                Readied for the new screenspace features.
                
                
                
                
             
         
        
            
            
            
                
                Fix server failing to startup due to heightmap being large
                
                
                
                
             
         
        
            
            
            
                
                Fix cooldown missing from shotgun trap after it fires
                
                
                
                
             
         
        
            
            
            
                
                reduced patterning on brutalist wall segments
                
                
                
                
             
         
        
            
            
            
                
                Tweaked MaxDepth and MaxFloor for caves in World Setup
                
                
                
                
             
         
        
            
            
            
                
                Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
                
                
                
                
             
         
        
            
            
            
                
                More prefab work (dungeon volumes, environment volumes)
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed opacity mask error in foliage-billboard shader caused by recent changes
                
                
                
                
             
         
        
        
        
            
            
            
                
                Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
                
                
                
                
             
         
        
            
            
            
                
                Water catchers now fill much faster when raining, even faster in stormy weather
                
                
                
                
             
         
        
            
            
            
                
                More procedural cave piece prefab setup
                
                
                
                
             
         
        
            
            
            
                
                GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
                
                
                
                
             
         
        
            
            
            
                
                Added procedural cave generation to World Setup
                
                
                
                
             
         
        
            
            
            
                
                Added TerrainPathConnect to procedural cave entrances
                
                
                
                
             
         
        
            
            
            
                
                Added InfrastructureType.Cave
                
                
                
                
             
         
        
            
            
            
                
                Initial socket setup for the cave pieces
                
                
                
                
             
         
        
            
            
            
                
                Initial sockets for procedural cave entrances
                
                
                
                
             
         
        
            
            
            
                
                Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
                
                
                
                
             
         
        
        
        
            
            
            
                
                merge from player-heli-sound-polish
                
                
                
                
             
         
        
            
            
            
                
                 merge from HomingMissileLauncher
                
                
                
                
             
         
        
            
            
            
                
                Merge from rail_network_link (to avoid merge conflicts later)
                
                
                
                
             
         
        
        
        
            
            
            
                
                Better left / right connection in GenerateRailLayout
                
                
                
                
             
         
        
            
            
            
                
                Added a ping for the kayak destination objective
                
                
                
                
             
         
        
            
            
            
                
                Apply same restriction to global building blocks
                
                
                
                
             
         
        
            
            
            
                
                Fixed trees spawned on tutorial islands getting globally broadcast
Reduced network group size of tutorial island for easier testing
                
                
                
                
             
         
        
            
            
            
                
                Don't show map controls on right of screen during tutorial
While in tutorial map is always zoomed and locked to player with grid turned off
                
                
                
                
             
         
        
            
            
            
                
                Update some paths for other scriptable objects to the correct folder
                
                
                
                
             
         
        
            
            
            
                
                Water catcher collection rates scriptableobject
                
                
                
                
             
         
        
        
            
            
            
                
                Allow setting water catcher collection rates in inspector
                
                
                
                
             
         
        
            
            
            
                
                Added a map icon for the tutorial island
                
                
                
                
             
         
        
            
            
            
                
                Scope transition edits and a small refactor
                
                
                
                
             
         
        
            
            
            
                
                Fixed faberge egg material import settings
                
                
                
                
             
         
        
            
            
            
                
                Copy over RustText changes from tutorial_island, prevents GameUI and MenuUI constantly changing whenever an unrelated asset changes
                
                
                
                
             
         
        
            
            
            
                
                Fixed DrawGlow and GlowBlend materials getting changed at runtime and appearing in the checkin window
                
                
                
                
             
         
        
            
            
            
                
                Refactored attack heli reload sound code, more event driven, stop us needing to check and do a GetTurret every frame
                
                
                
                
             
         
        
            
            
            
                
                Fixed exception when using teleport2death if the player hasn't died yet