5,949 Commits over 4,079 Days - 0.06cph!
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)
Added Window/Tools/Replace Objects With Prefab
Fixed missing sphere tank barrels (cc garry I think you have to reimport Content/Props/water_drums/water_drum_a.prefab)
Fixed broken objects / references on HapisIsland (hopefully takes care of our build issues)
Replaced Facepunch.Tick (appears to be fucked)
Added Tools/Find/Missing Scripts
Fixed missing scripts in neutral_dungeon_lighting prefab
Removed PDF from "Content" folder (don't think this is used)
Moved all script assets out of the "Content" folder (presumably irrelevant)
Subtracting
18437 (cc alexrehberg)
RecalculateBounds takes SkinnedMeshRenderer into account
Fixed rare case where stuff would still spawn too close to constructions
Spawn handler does multiple retries per spawn wave if not enough spawn locations are found (RUST-1528)
Adjusted junkpile terrain anchors so more than 2 find a place to spawn, which is a plus
Fixed ore scale not applying on the server
Recalculated entity bounds on all junkpiles (RUST-1524)
Added RecalculateBounds context menu to entities
Added terrain anchors to junkpiles
Removed RealmedRemove from junkpiles (handled by IClientComponent / IServerComponent + Client Cull / Server Cull)
Updated layers on junkpiles (World is for static world objects, not entities)
Resource spawns check for constructions in radius
FoliageDisplacement is IClientComponent
SpawnGroup and BaseSpawnPoint are IServerComponent
Resource spawns check for players in a radius
Resource spawns can use terrain anchors, checks and filters
Server side player rigidbody fix
Better prefab pool rigidbody handling (this isn't used by anything)
Better player rigidbody stripping (massively reduced client rigidbody count)
Fixed the complete mess of our loot prefabs, added proper culling for everything
Network++
Fixed that some small static rocks were never culling
Fixed landmine_explosion prefab being fucked up and breaking when pooled (smoke_1 and smoke_2 warnings)