33,182 Commits over 4,109 Days - 0.34cph!
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
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.
Fixed corpse ragdolls snapping to world origin
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
Dedicated server compile fix
Only toggle batch children when required
Fixed assert spam when leaving play mode in the editor
Merge from conditional_models_2
Fixed building skin / socket error when leaving network cell
Removed deprecated ConstructionGrade collision override
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
Driftwood shore wetness + shader tweaks
Planting seeds doesn't sound like you're about to die anymore
Better spear throw sound
Removed news from loading screen (didn't work as well as I'd hoped)
Queue now counts players that are joining too
Status shows queue size
Developers/moderators/admins can jump the join queue - and ignore maxplayers
Fixed potential exception in ColliderBatch / RendererBatch