123,981 Commits over 4,171 Days - 1.24cph!
Better item drag and drop on behaviour with items with slots
Keypad.Period toggles DOF now (instead of Keypad.divide)
More server time warnings
Rust.Application.isLoading is true when the map is loading
Rust.Application.isLoadingSave is true whenever a save is loading
Fixed hang/crash when changing quality setting in GL/OSX
Fixed some decal projection distances
Fixed performance tracking prefab not being spawned in the editor
Fixed mushroom / hemp pickup effect having pebble particles
Added socket back to survey_crater_oil (cc Scott, I think)
Fixed gUserMinAniso < 1 occurences
Added out-of-memory tag to remote logging (to identify issues that follow OOM)
Fixed LitSmokeEmissiveFlame shader compile error on OSX
added heli.lifetimeMinutes, set to 0 to disable helicopter
if helicopter takes damage to tail rotor or engine, it sticks around for another 2 minutes
fixed heli bullets visually penetrating bases
Added shaderwarmup convar (run with -shaderwarmup 0 to disable it)
Renamed warmupmode convar to assetwarmup (now only affects asset warmup, not shader warmup)
Conventional Savas load fix.
Savas loot tweaks. Quicker respawns.
Disabled shader warmup by default on OSX (run with -shaderwarmup 1 to enable it)
Added a construction tool+resource hut to the buildable hill on Savas KOTH.
Added line of sight, closest point, distance and squared distance getters to BaseEntity (OBB-based)
Added deploy volume that uses the entity bounds for its placement check
First pass blood impact FX assets
Added Vis class for spatial entity, collider and component queries
Added PoolAllocator (only supports lists for now)
Water: white/black movement lines fix attempt
Hopefully fixes those two Savas crates that don't seem to respawn.
Collider batches cache their member's bounds, use them for closest point checks (fixes stability issue)
Clamp graphics.af between 1 and 16
Don't reallocate player lists every frame in PatrolHelicopterAI
GameTrace resolves batched colliders
HitInfo has GetEntity extension method that resolves batched colliders
GameTrace samples terrain splat materials