12,539 Commits over 4,109 Days - 0.13cph!
Corpse despawn time scales with the rarity of the contained items
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Dropped items despawn about two times slower
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Fixed boostrap not updating the loading screen text
Deployables only decay when they're outside (no roof / overhang above them)
Decay timer no longer resets when objects are interacted with (e.g. opening storage containers, still resets when repaired)
Fixed bow sometimes spamming RPCs to server
Updated native plugins for Linux (built with older version for backwards compatibility)
Manual Linux Build (Ubuntu 14.04.5)
More details in combat log when rejecting attacks for various reasons
Network++
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Skin texture load memory management fix
More memory management fixes
Updated native plugins (Linux)
Updated native plugins (Win + OSX)
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Updated native plugins (Win + OSX, Linux to follow)
Flip textures vertically on load because Unity
Merge from async_texture_loading
Support for non-power-of-two source textures
Native call return type tweak (int to void)
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)
Added texture loading, mipmap creation and texture compression in native code (thread safe)
Scene2Prefab for loading screen
Reverting accidentally commited ProjectSettings
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Adjusted maxrpcspersecond default value (now 200)
Added instancing support to foliage displacement pass
Print counter in loading screen when downloading / processing skins
Keep connection alive when waiting for skins
Network++
Some code cleanup in preparation of more custom instancing
Added workshop.print_skins console command
Code formatting on some random files