10,832 Commits over 3,867 Days - 0.12cph!
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
Combat log now includes an info text when something / someone is wounded or killed
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
Potential fix for crash when closing the game
Removed a number of less important profiler samples to improve profiler stability
Fixed LOD warnings in workshop item viewer
Removed legacy functionality from GameManager
Re-enabled lowercase conversion warning when creating prefabs (standalone)
Stripped shadervariants asset
Removed editor shader warmup (see comment)
Updated supermarket and gas station terrain anchors and terrain adjustment radius / fade for smoother transition
Fixed some monument prefabs being saved active instead of inactive
Updated microcliff splat and topology modifiers to make their transition look less horrendous
Updated cliff splatting and topology analysis to better preserve existing values (primarily around mountains and cliffs)
Fixed grass meshes sometimes reaching onto other splats
Don't cache map in editor
ApplyTerrainAnchorsNew is now the default
Increased launch site spawn priority to highest
Default map size is once again 4k (which means official servers will switch to 4k maps this wipe)
Fifth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Better server startup logging in case this doesn't do it
Added "foliagegrid" editor convar
Fixed profiler sample mismatch in RendererCell.RefreshAsync
Added ProfilerDebug tool to track down profiler sample mismatches
Some "using UnityEngine.Profiling;"
Fixed client side profiler mismatch in BasePlayer.SendClientTick
Fixed Rust.Application.isLoading not being set during GameSetup (editor startup)
Fourth attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
PrefabParameters now contains a priority
Monuments are ordered by priority when placed
Third attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Second attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Subtracting smalluments (will re-add later with other wiping changes)
Attempt to fix RUST-1761 ("Sub-emitters must be children of the system that spawns them" on Hapis)
Attempt to fix RUST-1760 ("You cannot have more than
262143 Colliders enabled in total" spam while loading a save)
Disabled LOD_FACE_CROSSFADE multi compiles (should be unused afaik & cause shader compiler errors)
Full plugin rebuild (API changes)
UnityWebRequest.GetTexture -> UnityWebRequestTexture.GetTexture (soon: UnityTextureWebRequestTexture.GetTexture, then: UnityTextureWebTextureRequestTexture.GetTexture)
Fixed texture / memory leak in HttpImage (+ now using UnityWebRequest)
Updated Apex libraries (API auto-update)
Updated Unity libraries in Plugins/
Application.CaptureScreenshot -> ScreenCapture.CaptureScreenshot