7,315 Commits over 2,345 Days - 0.13cph!
Fixed NRE's in GeneratePrice @helkus
More build speed experiments
Build process reshuffle.. build faster you prick!
physics.steps for client (devs)
use localPosition where possible (evaluating perf difference)
Death/Kill messages include steamid
Fixed momentarily locking move keys after submitting chat
Ores fix (I think, this might cause issues?)
webrcon chat messages
added chat.tail (json)
added chat.search (json)
chat messages contain user's steamid
Fixed List.Compare handling nulls
Updated facepunch.system with github version
Added delta update capability to protobuf lib
Ticks are delta'd
Added Rust.Data.Test
Removing PVT test from benchmark (crashing shit)
Call SetHierarchyGroup in standalone too
Added procmap.pvt benchmark (should this be enabled by default, or should we get rid of it)
Player pullback fix (merge error)
PlayerModelRebuild perf tweaks, profiling
Culled out parent item requirement stuff
Added graphicsDeviceType to hardware info, so we can bucket based on dx9/dx11/opengl etc
Don't pop up results for automated benchmarks
Add scm changeset number when building
Include unity version info in benchmark results
Force quality level when running benchmarks
Fixed grass/bushes not showing in procmap tests
Slight change to how bundles are built (hoping for faster build times)
"Cannot mark assets and scenes in one AssetBundle"
Try to ignore some bullshit unity errors
Don't kick admins/devs for exceptions
SkinnedMeshCollider Benchmark
Init targetFrameRate when running benchmark