108,647 Commits over 3,867 Days - 1.17cph!
New Blood Impact FX's
New Stab decals
Fixed infinite loop in RainSurfaceAmbience
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Switched skins to use categories for rareness/price, instead of setting each individually
tweaked some prefab settings for the addons
finished the prefabs for all of the military addons
GC allocation reduction in Sound and Ambience systems
Use a coroutine to stop/recycle sounds instead of invokes
Added "version" console command http://files.facepunch.com/garry/2015/October/07/2015-10-07_23-41-59.png
Added "sysinfo" console command
Added memory usage functions to native (cuz it doesn't work from Unity)
Fixed warnings, spelling errors
Bug reporter passed used memory stats
Don't allocate cells / batches if collider batching is disabled
Fixed broken weapon reload
Fixed selected item name not showing up (thanks HarryMachin)
Timings on server startup align a bit more nicely
RustBuilder crashes - unhelpful
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Fixed barricade placement on constructions being very finicky
Tweaked entity bounds of building blocks
Fixed health bar overflow
ItemIcon doesn't use VariableReference for the container anymore
Replaced PlayerLoot.IsVisible with the entity visibility checks
Entity world space bounds are correct for parented entities
Entity GetEstimatedWorldPosition supports nesting
Added GetEstimatedWorldRotation for parented entities
Fixed client / server entities fighting when placing constructions in the editor
Water2.5: Touched river shader. Because unity.
ItemContainer.Save garbage
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Entity max distance conditional uses the distance to the entity bounds instead of its origin
Added profile blocks to saves
replaced new WaitForEndOfFrame() with CoroutineEx.waitForEndOfFrame
fixed foundation.steps.collision orientation
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Added timewarning to GarbageCollectionHandler
Seperated gc.collect from gc.unload
Running server with -keeplogs will prevent it from wiping the server folder logs on startup
Send server info with bug reports
Building blocks use more accurate colliders
Fixed stair rotation exploit
Water2.5: Fixed SSAO command buffer ordering
Water2.5: Fixed rivers getting ocean wave displacement
Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
Water2.5: Fixed DepthOnly still having tess/displacement in low quality modes
Water2.5: Fixed white 'sprite' issue caused by mishandling of fog in additional light passes
Water2.5: Changed transparent order queue
Added DDraw shader to "always include" list
Fixed "Look rotation viewing vector is zero" logs