127,571 Commits over 4,109 Days - 1.29cph!
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
Fixed rare UI NoticeArea error when broadcasting RefreshValue
Fixed Player animation twitches when holding (RUST-901)
Merge related shader fixes
Merged b17 changes
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
protocol++
mushroom fixes
Fixed exploit to disable gunshot sounds
Added decay.tick server startup parameter (specifies decay tick interval)
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895)
Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks)
AntiHack tweaks
tweaked the 3rd person pickaxe animations so it doesnt clip into the player
Tool cupboards can be repaired
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders
Switched StandardWithDecal shader to rust/std (fix for RUST-900)
Fixed revz sign/canvas painting
Packed grass code back into Nature/Grass
Packed wire code back into Custom/Wire
Deleted deprecated files; updated grass and cable materials
Fixed revz grass black ambient when LOD<300
Fixed revz sign black ambient when LOD<300
Packed Rust/StandardSkin shader into single file
Removed experimental viewmodel shadow code; no longer needed/relevant due to revz
Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
Fixed revz dev* shaders; grey boxes now visible
changed the animal prefabs so that their animators do not cull.
Switched Horse hair materials to Rust/Standard spec (fix for RUST-896 and possibly RUST-846)
Deleted half-assed standard-hair shader
Replaced horse LOD3 with the proper mesh
Fixed scope shader not compiling on some weird platform
Detail layer in rust/std now disabled by default
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More detailed hit stat tracking
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fixed snapping on rock idle player anim
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Fix for BR spectator cam (hopefully)
Server compile fix (cc diogo)
Reverted tiny FinalizeTick change from earlier this week
Fixed violations not ticking down when AFK
working version; needs projection fix
Include desync / lag in projectile verification
Fixed projector multiply decal shader compilation errors
Nuked image outline shader; wasn't compiling / up-to-date
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
Fixed revz loading in DX9 broken (RUST-907)
Cleaned up reverse depth code a bit
Warn when physics buffers get too small
Increased physics buffer size
Fixed water going nuts after alt+enter
Fixed water foam disappearing/reappearing after alt+enter
Increased water smoothness a bit
Fixed SavasIsland tier 1 loot crate
Made some logs more detailed to provide more info for server owners
Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
Fixed entity leak at world origin that could lead to huge performance drops / server join times (RUST-749, RUST-776, RUST-909)
Fixed revz FX/pixelate (censor) shader + a few others