112,373 Commits over 3,928 Days - 1.19cph!
Cleanup server side projectiles after their max lifetime was exceeded, not after 10 seconds
Instahit logs are yellow in console
Tweaked speed forgiveness in instahit detection
Tweaked max entity velocity in instahit detection
Improvements for the alternative projectile instahit detection
Alternative solution to projectile instahit
fix for no water purifier guide
water purifier only produces steam and bubbling sound when water is actually being processed
manifest, loot, phrases et al
bota bag and waterbucket cannot be filled until fully deployed
final water purifier functionality
Physics sounds/effects WIP
water purifier functionality
Caught fish sounds (fish trap)
changed the default Editor Inventory Loadout back to the previous one
checking in the previous RustPlayerSkeleton.asset
Deleting the old player Animations folders/files
instahit check improvements
silencer lasts more than twice as long
silencer reduces damage by 25% instead of 30%
fixed the player_model prefab so it uses the new anim controller
optimized and improved the look of the all of the player movement animations
AntiHack has instahit convar
Merging quasi-log reverse depth solution to ameliorate z-fighting across the board; toggable using graphics.revz (off by default)
Fixed remaining gl issues
Adjusted default AntiHack parameters
AntiHack keeps track of kicks and bans
Prevent movement layer is included in AntiHack checks
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baseline for water purifier/desalinator
instahit fix
can no longer codelock fish traps ( wow )
Couple edit-mode more fixes
Improved quit to editor handling of when revz is enabled
Fixed fog seam on river to ocean transition; rivers too low tess for vertex fog
Optimized screen coord to frustum ray
Found an ingenious (i really mean dumb) way to allow runtime toggle for debug/testing; default off for now
Tested d3d11; d3d9 and gl need work before merge
Added prevent movement physics layer (similar to prevent building, just for movement)
Fixed turret LOS check ignoring cave triggers
Vis.Colliders handles terrain triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Fixed world models / ragdolls ignoring cave triggers
Lanterns can be placed on top of other deployables again (RUST-823)
Tightened valid cupboard deployment angle
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)