130,029 Commits over 4,140 Days - 1.31cph!
Shorter shore wetness range, darker soaked albedo
Fixed DoPrepare not being called on ScriptableObjects (missing skins in release)
Fixed item wrong categories
Landmine max placement distance is 4 (same as other traps)
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
Fixed AF not forcing on for all textures (against diogo's wishes)
rcon utf8 input experiment
fixed console.clear
added console.tail <count>
added console.search <string>
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
Explicitly stop AudioSource playback when disabling a Sound (FMOD error fix)
Fixed invisible static bushes
Fixed PrefabInstantiate culling itself in standalone builds (I think)
Bug reporter fix (why didn't anyone report this!?!?!)
Close rcon on exception
Fixed some server exception reports not grouping properly
Fixed a condition where saves could get wiped on inproper shutdown
road materials updates, textures rework (less noise, better depth)
road meshes simplification and beautification +new, longer segments
powerplant scene updates
dirt accum textures, mat, models, reeady to place prefabs
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
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
Fixed extra shiny player model.
Updated Standard/Rust shaders to builtin baseline 5.4b6
Unity auto-fix/replace for a number of misc shaders
Patched SSAO because of material keywords not working again
Fixed corpse ragdolls snapping to world origin
pre-release branch uses 5.4
Deferred actions carry a priority value that determines when they'll be executed
Client side entity game object destroys are load balanced when leaving a network group