31,192 Commits over 3,928 Days - 0.33cph!
finished the prefabs for all of the military addons
GC allocation reduction in Sound and Ambience systems
Use a coroutine to stop/recycle sounds instead of invokes
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
Don't allocate cells / batches if collider batching is disabled
Fixed broken weapon reload
Fixed selected item name not showing up (thanks HarryMachin)
Timings on server startup align a bit more nicely
RustBuilder crashes - unhelpful
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Fixed health bar overflow
ItemIcon doesn't use VariableReference for the container anymore
Water2.5: Touched river shader. Because unity.
ItemContainer.Save garbage
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Added profile blocks to saves
replaced new WaitForEndOfFrame() with CoroutineEx.waitForEndOfFrame
fixed foundation.steps.collision orientation
Added timewarning to GarbageCollectionHandler
Seperated gc.collect from gc.unload
Running server with -keeplogs will prevent it from wiping the server folder logs on startup
Send server info with bug reports
Water2.5: Fixed SSAO command buffer ordering
Water2.5: Fixed rivers getting ocean wave displacement
Fixed cupboard entity bounds
Removed MeshFilter component from cupboard trigger
Automatic entity bounds calculation (when no bounds have been set up) ignores triggers
Water2.5: Fixed DepthOnly still having tess/displacement in low quality modes
Water2.5: Fixed white 'sprite' issue caused by mishandling of fog in additional light passes
Water2.5: Changed transparent order queue
Added DDraw shader to "always include" list
Fixed "Look rotation viewing vector is zero" logs
client compile fix (sorry!)
water extinguishes fireballs
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Removed EntityComponent.Awake since it's redundant
Removed BaseEntity.Is<T> (server ai gc)
Sentry detailed greybox models
Added MeshColliderBatch tag
Less GC + cpu by skipping GetComponent<MeshColliderBatch> if MeshColliderBatch tag isn't set on gameobject
AISenseRedirect is redudant (we use .ToBaseEntity) (server perf and gc)
All prefabs start disabled
Throw error in CreateModulator if array out of bounds
OnHolster/OnDeploy should only be called for local players
Load ambient sounds in background (fixes 20ms+ spikes)
All projection distance on decals changed to .1
Added Metalore and stone decals.