30,783 Commits over 3,867 Days - 0.33cph!
Wood hammer - made throwable, updated vm anims, edited deploy audio to match new anim
Right clicking item with loot open will move it to loot
Right clicking clothes/belt bar will move item to main inventory
Fixed potential exception in ColliderBatch / RendererBatch
Developers/moderators/admins can jump the join queue - and ignore maxplayers
Queue now counts players that are joining too
Status shows queue size
Removed news from loading screen (didn't work as well as I'd hoped)
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Driftwood shore wetness + shader tweaks
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Removed deprecated ConstructionGrade collision override
Fixed building skin / socket error when leaving network cell
Merge from conditional_models_2
Fixed assert spam when leaving play mode in the editor
Only toggle batch children when required
Dedicated server compile fix
Client side entity game object destroys are load balanced when leaving a network group
Deferred actions carry a priority value that determines when they'll be executed
Fixed corpse ragdolls snapping to world origin
Fixed extra shiny player model.
Wet rocks on water and beach
Inverted terrain height masking for wetness
Foam pseudo-shadowing via reflection; reduced SSR fresnel cutoff
Tweaked wetness some more
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
Fixed a condition where saves could get wiped on inproper shutdown
Close rcon on exception
Fixed some server exception reports not grouping properly
Bug reporter fix (why didn't anyone report this!?!?!)
Fixed PrefabInstantiate culling itself in standalone builds (I think)
Fixed invisible static bushes
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