33,594 Commits over 4,140 Days - 0.34cph!
metal facemask & toro now have same protection values (facemask nerfed a bit)
balance for external walls/gates
basecombatentity never loads with more health than its max
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
shell protection added to external walls/gates
removed physical trap items from spawn table
updated loot tables + manifest
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