112,179 Commits over 3,928 Days - 1.19cph!
Explicitly stop AudioSource playback when disabling a Sound (FMOD error fix)
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
fixed console.clear
added console.tail <count>
added console.search <string>
rcon utf8 input experiment
Fixed AF not forcing on for all textures (against diogo's wishes)
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
Landmine max placement distance is 4 (same as other traps)
Fixed item wrong categories
Fixed DoPrepare not being called on ScriptableObjects (missing skins in release)
Shorter shore wetness range, darker soaked albedo
updated loot tables + manifest
removed physical trap items from spawn table
shell protection added to external walls/gates
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
balance for external walls/gates
basecombatentity never loads with more health than its max
metal facemask & toro now have same protection values (facemask nerfed a bit)
Fixed culling mode not working on Rust/Standard shader set
Made pool.prefabs and pool.assets console commands take an optional filter argument
Wall frame inserts do the same construction layer check walls do
Allowed mesh.quality and tree.quality to be > 100
Made mesh and tree qualities > 100 push back the billboard / cull distance as well
Cleaned up how skins are stored + applied
Ak47 accepts skins properly
Updated viewModels scene with backdrop & better lighting for blog video renders
Planner placement tweaks and fixes
Increased max third party prop texture res from 32x32 to 128x128 => ~0.5 MB to ~8 MB
Fixed barricades culling too early
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
Way better melee rock impacts
Fixed skin shading regression on OSX/glcore
min 5 damage from codelock failure
code lock shock final pass