111,844 Commits over 3,928 Days - 1.19cph!
Unfucked entity creation / destruction events
Made entity destruction a lot faster (or that's what the editor wants me to believe)
powerplant scene updates
dirt accum textures, mat, models, reeady to place prefabs
road materials updates, textures rework (less noise, better depth)
road meshes simplification and beautification +new, longer segments
Fixed a condition where saves could get wiped on inproper shutdown
Close rcon on exception
Fixed some server exception reports not grouping properly
Bug reporter fix (why didn't anyone report this!?!?!)
Fixed PrefabInstantiate culling itself in standalone builds (I think)
Fixed invisible static bushes
Explicitly stop AudioSource playback when disabling a Sound (FMOD error fix)
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
Added convars for all the different places pooling is used in
Disabled sound prefab pooling by default (all the others remain enabled)
fixed console.clear
added console.tail <count>
added console.search <string>
rcon utf8 input experiment
Fixed AF not forcing on for all textures (against diogo's wishes)
Planner traces ignore triggers
Planner uses rust namespace defines instead of LayerMask.GetMask
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
Landmine max placement distance is 4 (same as other traps)
Fixed item wrong categories
Fixed DoPrepare not being called on ScriptableObjects (missing skins in release)
Shorter shore wetness range, darker soaked albedo
updated loot tables + manifest
removed physical trap items from spawn table
shell protection added to external walls/gates
Brought back shore wetness; new params, more broad; first stage before PBR params and extending to other shaders
balance for external walls/gates
basecombatentity never loads with more health than its max
metal facemask & toro now have same protection values (facemask nerfed a bit)
Fixed culling mode not working on Rust/Standard shader set
Made pool.prefabs and pool.assets console commands take an optional filter argument
Wall frame inserts do the same construction layer check walls do