5,239 Commits over 2,192 Days - 0.10cph!
NRE fix
Re-exporting tweaks prefab
Disabled some EAC stuff - causing IndexOutOfRangeException spam on the server
Performance stuff
Bug reporter - report correct memory amounts
k_EAuthSessionResponseVACCheckTimedOut fix (kinda)
Server browser perf
Clear server log files on startup
Added graphics.grassdisplace (to enable/disable grass displacement)
renamed to grass.displace
Re-enabled EAC logging, disable automatically on exception
Fixed pool sometimes not setting object to null on free
Fixed devbranch branding not showing
BuildInformation generator
Enitty save pooling tweaks
Fixed comfort/radiation/heat triggers not working
Fixed doors not shutting clientside, on the first USE
Server Corpse Profiling
Merged Diogo's awesome water in
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
Removed BaseEntity.Is<T> (server ai gc)
Send server info with bug reports
Running server with -keeplogs will prevent it from wiping the server folder logs on startup
Added timewarning to GarbageCollectionHandler
Seperated gc.collect from gc.unload
replaced new WaitForEndOfFrame() with CoroutineEx.waitForEndOfFrame
Added profile blocks to saves
ItemContainer.Save garbage
Fixed health bar overflow
ItemIcon doesn't use VariableReference for the container anymore
RustBuilder crashes - unhelpful
Fixed selected item name not showing up (thanks HarryMachin)
Fixed broken weapon reload
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
Switched skins to use categories for rareness/price, instead of setting each individually
Fixed blueprint header
Weapon skin capabilities
workshop skin organisation