32,093 Commits over 4,018 Days - 0.33cph!
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
armor damage balance and adjustments
helmets now fall off the player when broken
Wrap saving to disk in a coroutine, so unix can fail to save without completely breaking
Clothes/Armor :
can have condition
Lose on damage
Protect relative to
Can break
Determine properly which item was hit by a projectile/attack
Right clicking clothes in inventory tries to wear them
Fixed syringe etc having to be holstered/deployed to reuse (on modded servers with stack size increase)
RPC functions can have no arguments, added warnings if arguments unusable
Reduced craft time of wooden, barbed and metal barricades
Clamped client.lookatradius
Linux save bug fix attempt
Don't try to open chat if graphics.chat is false
eating cans of food produces empty cans (can be melted on campfire into metal fragments)
Merged-in fixes from prerelease; closer shader parity with 5.4b
merge from /main/inv-ui-sounds
Server save backup->moveto is more resiliant to sharing violations
Fixed viewmodelarms being specular as fuck
Merging light clone shadow changes and particle shader fix
enabling decal shadow on some fade materials
Replace KillerName in streamermode
Upped queriesPerSecond default
Fixed item stack overflow not overflowing into inventory etc (RUST-670)
Added Server.queriesPerSecond
Added Server.ipQueriesPerMin
Fixed missing decal shadow shader property error in some Rust/Standard based materials
Fixed PVT-version of terrain parallax occlusion mapping on legacyGL/Linux
Reverted road_decals to previous