31,446 Commits over 3,959 Days - 0.33cph!
made the double barrel shotgun use the pipe shotgun's distant fire sound
double barrel cost adjustment
autoturret health and armor increased
autoturret damage output increased by 50%
fixed a bunch of errors with the double barrel shotgun ( purple sparks / dryfire missing / some trigger warnings )
added double barrel shotgun @ level 15
waterpipe lvl reduced to 13
protocol++
Interaction menu revive takes 6 seconds to complete
Can no longer move while reviving
lowered craft cost of barricades
spike trap available at level 5
wood barricade available at level 8, woodwire 12, metal 14
ladder available at level 10
Interaction menu revive takes 3 seconds to complete (WIP)
fixed jumping animation not playing when player repeatedly jumps in rapid succession
double barrel shotgun worldmodel / viewmodel / entity prefabs all setup
shelves unlock at level 5
shelves are super cheap to craft - this is a necessity not a luxury item
Third party folder consolidation
Moved modified tonemapping to third party folder
NRE Fix when biome/topology map aren't available
Removing gather diminishing from others, max 2 xp - you'll get it all sooner
xp earned from bandaging/syringing other players (max 1.0 per user)
xp earned if someone else self heals with your bandage/syringe
shortened bandage other duration
halfed or more crafting time for explosives and gunpowder
armored door is available at level 17 (was 20)
fixed the multi materials on the double barrel shotgun viewmodel
satchel charge exhibits beancan behaviour (duds etc)
beancan grenades slightly more expensive
c4 sulfur cost reduced by 20%
Added hurt admin console command (takes amount of damage as parameter)
Bleeding is displayed as total damage that will be applied over the bleeding duration
Bleeding rate is 20 damage per minute
Bleed causing weapons add 20 bleeding per 100 damage that was dealt
fixed explosive rounds dealing almost double explosive damage
Building blocks can be rotated with R as well
Fixed rock box stacking exploits (RUST-1145)
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)
Fixed high external walls/gates being placeable in foundations (RUST-41)
added satchel charge
protocol++
halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, crossbow
Changed how armor absorbs damage (so clothing and armor correctly add up)
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
Added ammo type to combat log
Projectile AH improvements
Network++
Unity 5.4.0f3, parallel building again
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
Disabled terrain shader uvmix/far-splats unless pvt is enabled
Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
Increased timeout minites to 20
Merged sharpen and vignette into one effect; 30% faster (0.15ms)
Builder, attempt to detect freezes
Added a downsampled source toggle to our custom bloom; made it 25% faster
Added bloom debug option
Fixed layer toggle with no name in F1 tools
Nuked SENaturalBloom from third-party since we're only using the dirt textures on our custom bloom
Tweaked motion blur default sample counts to low=8, med=16, high=32; switched to med by default to save 20%
Added non drawing graphic for imageless raycast ui
Updated HUD to skip drawing of invisible fullscreen quad; saved ~0.1 ms
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
Fixed revz not default to 1 when client cfg is missing