30,783 Commits over 3,867 Days - 0.33cph!
RustBuilder uses Unity 5.2.4f1 (UI memory leak fix!)
Changed how light transmission in Rust/Standard BRDF works; should work with general cases now (e.g. semi opaque crystals, ice); needs a shader or a layer, however
Fixed/improved speedtree shader transmission
Developer tools for the F1 panel
Fixed tree skins missing from asset bundles
Merge from water2.8 (shore foam)
AntiHack player damage verification is enabled by default
Convar graphics.lodbias is deprecated
Tree quality slider for the main menu performance options panel
Merge from tree-performance (LODing and culling optimizations)
Fixed broken "Particle/Water Drop" shader
diagnose the int64 NRE in status
Merged changes meant for main branch
heli crates are now lootable if the fire is extinguished in water
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
Removing some deprecated stuff from TerrainConfig
rcon.port defaults to the same as game port if not defined
rcon.ip defaults to any if not defined
El cheapo particle scattering/fog
Tweaked compilation path exclusion list across all standard/rust shaders
Network read/write optimizations
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
autoturrets can't be placed completely under water anymore
autoturrets won't shoot back at other autoturrets (hopefully)
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Fixed server DoRemoves NRE
Profiling + optimizations
disabled rain collisions (perf)
Expose build id to server info
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
Fixed seethrough walls; note to self: some hacks are there for a reason (#338)
Fixed server NRE
Removed unity error reporter
Don't do server.backup in editor
Fixed external gates collapsing
Limited speedtree shader transmission feature to Frond and Leaf geom types
Fixed duplicated symbol in blendlayer shaders