30,783 Commits over 3,867 Days - 0.33cph!
loot tables
ceiling light in uncommon ( book ) table
added rigidbody LOD to ceiling light
ceiling light now costs 200 metal frags instead of 4 hq metal
fix for ceiling light not destroying on ceiling missing
Added RigidbodyLOD (makes rigidbodies kinematic in the distance)
perf 4 in console shows ping next to fps
ping in console prints ping
perf var is saved
fixed kick on assert
lantern lod fixes
lantern hdr
Fixed View Full Story not working
Reduced wounded importality time
weird campfire collider disabled
LightLOD treats spot and point lights separately (since point light shadow maps are much more expensive)
ceilinglight collisions with player disabled
Restored deferred path for billboards
Added shadow push/pull trick to fix flat shadow on billboards
lantern shadow fix
ceiling light impulse fix
Fixed LightLOD issues when the number of lights in the scene is less than the graphics.shadowlights convar
Made LightLOD snap to the current state (enabled or disabled) on spawn rather than always starting disabled and fading in
pre-patch armor should be repairable and not start broken
lanterns look nicer
can deploy lanterns on boxes
Building blocks only send their support value to clients when it hasn't changed in the last iteration (fixes potential client connection flooding)
Another layer of exploit safety for direction properties
Building protection reboot
Wall frame can no longer be placed after roof (fix for RUST-689)
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group
loot tables
researching an item not found in bp frag table costs 250 frags instead of 1000
added ceiling swinglight ( uses fuel for now )
fixed lanterns using wood for fuel
protocol++
syringe heals 5 health instantly and heals 30 over time
fix for chat bar selection issues
injure command is admin only
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
Updated skeleton damage multipliers
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Fixed compilation error in underwater.shader
Touched river and ocean shaders just in case
wood armor pants/jacket not repairable
can wear broken armor at 25% effectiveness
armor balance
roadsign armor more effective against melee, less effective against bullet
wood armor very effective at stopping shots, but breaks after being hit twice
helmets overall more effective against melee, but easier to break
metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair
bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it )
code cleanup
armor condition lowered by damage absorbed
final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1
cannot wear broken armor
broken helmets fly off the player on kill headshot
broken items have warning icon
armor provides 100% protection until broken rather than scaled by its condition
Smooth water volume color transition from river to ocean
Fixed river lighting mismatched with ocean
Ported over frag shader interp reduction from prerelease branch
Fresh import changes (adding m_LocalEulerAnglesHint to all the prefabs :S)
Resized ThirdParty textures to their max in engine size (reduces repo by 3gb)
RakNet.bundle, Renderer.bundle
RustNative.bundle copy hack for osx