33,174 Commits over 4,109 Days - 0.34cph!
Removed unused DistanceFromCamera system
Added LODGroup diagnostics to dump command
More client profiling
Fixed situations arrising where server sometimes creates insane 2 minute delays
Removed DedicatedServerDebug (unsused + performance drain)
Expose build id to server info
disabled rain collisions (perf)
Profiling + optimizations
Fixed server DoRemoves NRE
▉▊▋▍█ █▍▌▉▅▌▆▌ ▌▇▅ ▍▋▇▆▇▇▅
autoturrets won't shoot back at other autoturrets (hopefully)
autoturrets can't be placed completely under water anymore
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Network read/write optimizations
Tweaked compilation path exclusion list across all standard/rust shaders
El cheapo particle scattering/fog
rcon.port defaults to the same as game port if not defined
rcon.ip defaults to any if not defined
Removing some deprecated stuff from TerrainConfig
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
heli crates are now lootable if the fire is extinguished in water
Merged changes meant for main branch
diagnose the int64 NRE in status
Fixed broken "Particle/Water Drop" shader
Merge from tree-performance (LODing and culling optimizations)
Tree quality slider for the main menu performance options panel
Convar graphics.lodbias is deprecated
AntiHack player damage verification is enabled by default
Merge from water2.8 (shore foam)
Fixed tree skins missing from asset bundles
Developer tools for the F1 panel
Changed how light transmission in Rust/Standard BRDF works; should work with general cases now (e.g. semi opaque crystals, ice); needs a shader or a layer, however
Fixed/improved speedtree shader transmission
RustBuilder uses Unity 5.2.4f1 (UI memory leak fix!)
added new wounded animation for being shot in the head from behind; improved the look up/down animations for all of the weapons; added/tweaked some new flinch animations
added code to detect if player is shot from behind --> play appropriate flinch animation