127,180 Commits over 4,109 Days - 1.29cph!
Fixed projectile speed verification getting inaccurate when server FPS are insanely high
Fixed excessive reach on certain melee weapons (for example the rock)
Fixed NRE in PlayerMetabolism.CanConsume
Potential fix for rare NRE when cancelling loading screen
Fixed UI.Ingame.Hud layer sort order
Added UI.Ingame.Hud.Menu
Hide rcon password on command line properly
Fixed warning stating motion vectors require depth camera mode
Facepunch.Steamworks tests
Fixed black graphic distortion in dungeon tunnels (RUST-1147)
Log Print
Retry properly
EAC Hash
More alu reductions in rust/std fragment shader internal code
Simplified rust/std fragment handling of vertex and pixel world normals
Touched all rust/std changes to force apply changes
Same alu reductions to ocean and river shaders
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
no sprinting while reloading the crossbow
neck is no longer consistered for headshots derp
no more empty heli loot crates RUST-1149
Part 1 of manual cherrypick
players standing up when sleeping (until you approach them) should be fixed 100%
fixed bug with player holding a weapon up to throw and switching to another throwable weapon ( and being stuck in the pre-throw pose )
pre unity cinematics plug
Broke a lot of shit for Diogo <3
Speedtree spring cleaning.
Fixed broken logs and stuff.
road shading more seamless
fixed a null pointer bug with the sleepingEvent code