5,928 Commits over 3,959 Days - 0.06cph!
Data export command supports water map
Fixed messed up ground collider on harbor 1 and harbor 2
Combat log includes unique ID of attacker and target
Added missing physic materials to junkpile_d washing machines
Added missing physic materials to crate prefabs
Player and animal colliders are no longer marked as triggers
Barrel mesh colliders are no longer marked as convex
Junkpile prevent_building colliders are no longer marked as triggers
Initial spawn also checks convars
Added spawn.respawn_groups and spawn.respawn_populations convars
Added Tools/Find/Trigger Colliders
Added Tools/Find/Convex Colliders
Tweaked physics.steps / physics.minsteps valid range
Better FindMissingScripts / FindInvalidColliders
Added LZ4 compression library
World serialization uses LZ4Stream (since GZipStream is fucked on Windows)
Continue when saving / loading world fails for any reason
Better error when trying to batch mesh that is not readable
Merge from world_serialization
Replaced all colliders that were using a negative scale
Added Tools/Find/Invalid Colliders
Added events server convar
Added corpses server convar
Added gravity server convar
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Added timescale server convar
RigidbodyLOD sets detectCollisions and isKinematic
Corpses use default physics parameters
Strip ceiling light rigidbodies and joints from server
Reverted physics parameters to values from December (fixes physics crash on server startup... kinda)
Fixed community and resource deposit entities being created on every server load (even if they already exist)
Added editor save file converter to make save files human readable (only contains very basic info for now)
Added "free" console command (clears prefab, asset and memory pools, then runs GC and unloads unused assets)
Fixed "data is NULL" error when writing empty stream to network
Fixed error after running clear_memory
Update disabled state on the client whenever the parent reference changes
Fixed floating attachments when picking up weapons (RUST-1536)
Fixed DroppedItem.OnParentRemoved position calculations so dropped items appear at the correct position when their parent is removed
Fixed server held entity leak when dropped item is out of world bounds
Recalculated entity bounds on all collectables
Fixed rare lock entity NRE when thrown items are stuck in them while removing them (RUST-1521)
Fixed collider list in TerrainCollision.GetIgnore sometimes being thrown to garbage collector instead of being pooled
Fixed Item.Ownership memory pooling being fucked up
Fixed ClientReady.ClientInfo leaking objects into the memory pool (only once per server join?)
All plugins copy pdb if found in output folder
Set compile symbols before building asset bundles / preparing prefabs
Fixed ConvarComponent spam on server build
Fixed PieOption NRE on server build
SkinnedMeshCollider, BaseCollision are IClientComponent
Unity 5.4.2f2 (downgrade)