30,517 Commits over 3,836 Days - 0.33cph!
initialize conditional models on server start again
Billboard trans texture size (sorry guys)
Overflowed large furnaces shoot items out of its chimney
Merge from save115
HapisIsland, procedural generation and dungeon updates
First pass at item pick/drop ui sounds
Bush/tree ambience tweaks
RUST-51: Excess Low Grade not been refunded when placed in hats.
client.disconnect called before trying to join another server
Can't interact with lock while door is moving
Default option when looking at lock is to open door (hold down USE to get full options)
Fixed ragdoll head stretching
Small steam inventory icons are now 200x200 instead of 128x128
lagged out players will no longer spam all the shots they fired while lagging in one go
fix for lag switch exploiting
fixed bug where explosive rounds would not deal splash damage to impacted targets
Added Tint Splat selection to Biome Layer in Rust/Standard shaders
fully repairing an object resets its decay delay
fixed helicopter not being able to target players at some monuments
fixed explosive rounds doing double damage to some objects
Fixed linux not creating log files properly
Don't print rcon response to console/log files, just respond with it
Console command json responses are formatted nicely
BuildOptions.ForceEnableAssertions
Cherry pick
13716
- added bans, serverinfo commands
- console.tail, search returns json
- asserts are logged properly
- webrcon response.type is now a string
- asserts show as red in server console
speed up the spear ( stone/wood) attack animation speed.
Added biome tint layer option to Rust/Standard and Rust/Standard (spec)
fixed bullseye missing decals
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Reactive target Missing collisions
can now lower target
1 second delay for pickup
impact sparks are HDR
added bullseye to reactive target
bullseye shots do 2x damage and have a special effect
Updated AO to latest and switched to deferred AO injection to play nice with PBR and go easier on the grass
Fixed active item not dropping when killed without entering the wounded state first
Fixed potential pooling NRE when leaving play mode in the editor
kill console command kills immediately without going wounded first (it's just annoying)
rigged / animated / added sounds for the reactive_target
tweaked some flamethrower viewmodel anims