Server not loading with custom mapNot An Issue
Asset Warmup (1/6886)
Asset Warmup (650/6886)
Asset Warmup (911/6886)
Couldn't create a Convex Mesh from source mesh "patrol_helicopter_part02" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. 
(Filename:  Line: 91)
 
Asset Warmup (2125/6886)
Couldn't create a Convex Mesh from source mesh "Old_Boat_GM" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. 
(Filename:  Line: 91)
 
Asset Warmup (2984/6886)
Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part002" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. 
(Filename:  Line: 91)
 
Couldn't create a Convex Mesh from source mesh "ScrapHeliGibs_Part046" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. 
(Filename:  Line: 91)
 
Asset Warmup (3702/6886)
HDR Render Texture not supported, disabling HDR on reflection probe. 
(Filename:  Line: 277)
 
Asset Warmup (4597/6886)
Asset Warmup (5389/6886)
Asset Warmup (6289/6886)
Asset Warmup (6886/6886)
Loading custom map from https://www.dropbox.com/s/5uxmqtn0x077jnp/test%20map%201.map?dl=1 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[1.9s] Downloading World 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[1.2s] Loading World 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
WARNING: Shader Did you use #pragma only_renderers and omit this platform?
ERROR: Shader Hidden/Nature/Terrain/Utilities shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
Shader 'Nature/Terrain/Diffuse': dependency 'AddPassShader' shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found
Shader 'Hidden/TerrainEngine/Splatmap/Standard-AddPass': fallback shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found
[RustEdit] - IO data loaded and ready to be processed! 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[RustEdit] - Vending data loaded and ready to be processed! 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[RustEdit] - No loot data found in map file 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[RustEdit] - No APC path data found in map file 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[RustEdit] - Vehicle data loaded and ready to be processed! 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[RustEdit] - NPC data loaded and ready to be processed! 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[4.0s] Spawning World 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[1.7s] Terrain Mesh 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[2.0s] Processing World 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[RustEdit] - No ocean patrol path data found in map file 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
Generated ocean patrol path with node count: 123 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
[17.1s] Ocean Patrol Paths 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
Unloading 3 Unused Serialized files (Serialized files now loaded: 47)
[1.4s] Cleaning Up 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
 
Unloading 113906 unused Assets to reduce memory usage. Loaded Objects now: 761025.
Total: 770.030160 ms (FindLiveObjects: 77.555312 ms CreateObjectMapping: 119.017487 ms MarkObjects: 470.861266 ms  DeleteObjects: 102.594581 ms)
 
Starting Navmesh Source Collecting 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
Navmesh Source Collecting took 0.02 seconds 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
Starting Navmesh Build with 14326 sources 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
RuntimeNavMeshBuilder: Source mesh collider is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_mound_b_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_mound_b_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_mound_b_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_slope_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_mound_b_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh range_terrain_mound_b_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh solar_panels_roof_LOD3 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh electric_garland_worldmodel_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh gingermen_worldmodel_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh solar_panels_roof_LOD3 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh solar_panels_roof_LOD3 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh xmas_baubles_worldmodel_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh gingermen_worldmodel_LOD1 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh solar_panels_roof_LOD3 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh DE_Cactus_C_02 is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh Candy_Cane is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh Present is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
RuntimeNavMeshBuilder: Source mesh SecretLabChair_COL is skipped because it does not allow read access 
(Filename:  Line: 1060)
 
Calling UpdateNavMesh took 0.2743912 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
nav_wait is false, so we're not waiting for the navmesh to finish generating. This might cause your server to sputter while it's generating. 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
Starting Navmesh Source Collecting 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
nav_wait is false, so we're not waiting for the navmesh to finish generating. This might cause your server to sputter while it's generating. 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
 
NullReferenceException: Object reference not set to an instance of an object
  at Signage.PreProcess (IPrefabProcessor preProcess, UnityEngine.GameObject rootObj, System.String name, System.Boolean serverside, System.Boolean clientside, System.Boolean bundling) [0x0002f] in <9373ea94ad2941378484571726d74367>:0 
  at PrefabPreProcess.ProcessObject (System.String name, UnityEngine.GameObject go, System.Boolean resetLocalTransform) [0x001bc] in <9373ea94ad2941378484571726d74367>:0 
  at ServerMgr.SpawnMapEntities () [0x00032] in <9373ea94ad2941378484571726d74367>:0 
  at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x0002c] in <9373ea94ad2941378484571726d74367>:0 
  at Bootstrap+<StartServer>d__19.MoveNext () [0x001e3] in <9373ea94ad2941378484571726d74367>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <0b31faaf1c50461d95c83ac166a20393>:0 
(Filename: <9373ea94ad2941378484571726d74367> Line: 0)
Navmesh Source Collecting took 0.64 seconds 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
Starting Monument Navmesh Build with 1644 sources 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
That appears to be an issue with your custom map, not Oxide or Rust.
What's wrong with it? Thanks for the reply. 
It would appear to be terrain and entity issues.
How would I go about applying a fix? All I did was import some custom monuments and plave them around my custom map, I've done this many times, but this time now I can't load the map on my serverhost, and my older maps without the recent edits I made load up fine. Not too sure what the issue is exactly. Didn't do anything wrong this time, and these new additions were added over time and I can't narrow down what the issue is.
I'm not familiar with custom maps that much, so I doubt I can really help you there. 

I have the same issue.. don't know what to do... 

Locked automatically