31,224 Commits over 3,928 Days - 0.33cph!
Catch log file creation exceptions
Fixed player weapon hold type never being set
Fixed PatrolHelicopterAI serialization
fixed missing radiation at airfield
Added SteamServer.PublicIp (modders)
Added skyreflection and ambientvolumes debug convars
Fixed RenderTexture not being destroyed when generating workshop icon
Workshop view - latest, trending, popular categories
Fixed shit sometimes missing in the crafting list
Fixed error when server downloading item defs
Server schema download error
minor eq tweaks to a few sounds
reapply no melee hitmarker change to radtown loot barrels
Spawn groups scale up their respawn rate with increasing player counts
Added spawn.player_base convar (base player count from which on we will scale up the loot respawn rate)
Added spawn.player_scale convar (how much to scale up the loot respawn rate with increasing player counts)
Added spawn.scalars console command (displays the current spawn scaling parameters)
enable sound occlusion by default
lr300 silenced gunshot
mp5 silenced gunshot
no hitmarkers when meleeing barrels
fix hitmarker not being affected by the right volume slider
updated bullet flyby sounds
misc minor sound polish
Fixed rivers not visible (RUST-1436)
Saner underwater overlay culling
Catch ands Retry schema download
Fixed shorts armour occupation
Water related server compile fix
updated icons for rope and sewing kit
Fixed emission map not working
Deferred normal encoding by default; making room for anisotropic params
Runtime water optimizations in editor mode + improved visibility and simulation culling
Fixed airfield monument crashing the world generation on some seeds
Merged prerelease into main
Added pooling support to renderer and collider batching
Added pooling for the conditional models of buildings
Terrain + terrain-blend shader (non-pvt) optimizations; up to 2x faster on max settings
Changed parallax step adjusment from mip to distance + view vector
Touched all rust/std shaders
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)