5,292 Commits over 2,345 Days - 0.09cph!
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
Resized/reformatted some workshop textures
network protocol++
Changed branding version info to use "days since" - which is more human readable
increased file storage cleanup speed
Fixed white clothes at lower shader levels
Build server compile using unity 5.2.1p3
When placing a block, update the surrounding blocks