31,202 Commits over 3,928 Days - 0.33cph!
fixed gift boxes despawning too quickly
fixed stocking LOD
LightLOD performance regression fix
Touching these just in case
Minor visual fixes for sky.
protocol++ !!!
pookie is pickuppable
added xmas.refill command for server owners
Run Sound.Update on alternate frames, instead of every frame (temp hack until performance of this is imrpoved)
Fixed weather effects being live at 0,0,0
uncomment ApplyModulations in Sound.Update (rain sound fix)
Fixed potential bundle building problem
Pickaxe & Salvaged hammer now throwable
added code to detect if player is shot from behind --> play appropriate flinch animation
added new wounded animation for being shot in the head from behind; improved the look up/down animations for all of the weapons; added/tweaked some new flinch animations
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