30,783 Commits over 3,867 Days - 0.33cph!
Fix looting corpses from any distance
Effect changes compile fix
Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc)
Ragdolls properly inheret all effects that were parented to its parent
Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
Fixed warning in Gib class
Merge from collider-batching (beware dev servers, hide yo savegame backups)
Log NPC deaths (debugging)
Added GC collections to server console
TimeWarning highlights if a GC occured inside it
Tweaked NPC metabolisms
Reduced aihandlerms to 5ms by default (from 50)
Hide "Skipping profile frame..." in server console
Reduced footstep effect distance (test)
Increased calorie consumption
Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
Unity 5.2.1f1 https://unity3d.com/get-unity/update
snow, dirt, sand decals and impact FXs.
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
Snow and Sand decals and impact FX's
GameTrace samples terrain splat materials
Don't reallocate player lists every frame in PatrolHelicopterAI
Clamp graphics.af between 1 and 16
Hopefully fixes those two Savas crates that don't seem to respawn.
Water: white/black movement lines fix attempt
First pass blood impact FX assets
Added a construction tool+resource hut to the buildable hill on Savas KOTH.
Disabled shader warmup by default on OSX (run with -shaderwarmup 1 to enable it)
Savas loot tweaks. Quicker respawns.
Conventional Savas load fix.
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
fixed heli bullets visually penetrating bases
added heli.lifetimeMinutes, set to 0 to disable helicopter
if helicopter takes damage to tail rotor or engine, it sticks around for another 2 minutes
Fixed LitSmokeEmissiveFlame shader compile error on OSX
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed gUserMinAniso < 1 occurences
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed mushroom / hemp pickup effect having pebble particles
Fixed performance tracking prefab not being spawned in the editor
Fixed some decal projection distances
Fixed hang/crash when changing quality setting in GL/OSX
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
More server time warnings
Better item drag and drop on behaviour with items with slots
Keypad.Period toggles DOF now (instead of Keypad.divide)
Metal and stone barricades can no longer easily be destroyed with arrows