127,271 Commits over 4,109 Days - 1.29cph!
ItemContainer.Save garbage
Water2.5: Touched river shader. Because unity.
Replaced PlayerLoot.IsVisible with the entity visibility checks
Entity world space bounds are correct for parented entities
Entity GetEstimatedWorldPosition supports nesting
Added GetEstimatedWorldRotation for parented entities
Fixed client / server entities fighting when placing constructions in the editor
Fixed health bar overflow
ItemIcon doesn't use VariableReference for the container anymore
Tweaked entity bounds of building blocks
Fixed barricade placement on constructions being very finicky
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RustBuilder crashes - unhelpful
Timings on server startup align a bit more nicely
Fixed selected item name not showing up (thanks HarryMachin)
Fixed broken weapon reload
Don't allocate cells / batches if collider batching is disabled
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
GC allocation reduction in Sound and Ambience systems
Use a coroutine to stop/recycle sounds instead of invokes
finished the prefabs for all of the military addons
tweaked some prefab settings for the addons
Switched skins to use categories for rareness/price, instead of setting each individually
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Fixed infinite loop in RainSurfaceAmbience
New Blood Impact FX's
New Stab decals
Fixed blueprint header
Weapon skin capabilities
workshop skin organisation
Reapplied delayed stability refresh after load
Added Blood materials and textures
Unfucked sound template recycling
Removed all footstep impact FX from animals apart from sand,snow and water.
Fix ocean rendering displacement gaps
Resized/reformatted some workshop textures
Fixed some melee weapons not hitting center of the screen
Chicken no longer suffers from extreme alopecia when running.
Temporarily disabled billboard clouds