33,905 Commits over 4,171 Days - 0.34cph!
helicopter gibs do not block vis
double barrel shotgun damage buffed to be same as waterpipe
double barrel shotgun spread increased slightly (more damage up close, less from far away)
double barrel refire rate decreased to 0.5s (was 1.0s)
removed garbage from airdrop loot table
Tweaked server side weapon cooldown verification
Fixed code locks only being accessible from one side on gates (RUST-101)
Slightly more forgiveness in attack entity cooldown verification
Refresh entity links when rotating block after placement (RUST-1209)
Fixed clientside placement guide as well for RUST-1209
Fixed UDR opt not updating invisible renderers, causing issues on ragdolls
AH melee weapon LOS improvements
Fixed NRE in player visibility
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supply signal drop position has a random offset of 20 units
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ownership debug tools made admin only and clientside
AH projectile LOS improvements
vm beancan grenade updates
Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
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Fixed player corpses "flash" when hit (RUST-1212)
Can no longer interact with stuff while wounded
players no longer rebuild their body any time their inventory changes (yikes - gunbattle microstutter)
Attempt at fixing NRE when attempting to reconnect to server
Prevent UDR opt from initializing when component is disabled
Added Util/CRC class for fast crc32 and crc64 generation from single and multiple strings
basic position update for invisible players (so weapon moves to the right place)
Fixed missing arrows / spears when shot / thrown into the ground
server lag exploit fix
fix for floating weapons
fix for sleepers being invisible on terrain under certain conditions
Ladders on watch_tower_b are back on trigger layer
Airfield prefab update
Prerelease steam scripts (need to merge this change into preeelease branch)
fixed slight hitching on the double shotgun viewmodel animations
Weapon LOS checks now use client side projectile start position (after verifying that it's valid)
Added additional line segment to projectile and melee hit LOS check
Added additional info to log when rejecting projectiles for LOS violation
Added vis.lineofsight convar
Added vis.protection convar
Added admin printinput and printhead console commands
Clamp AH projectile and melee tickets
Combat log also contains rejected attacks (including reason for rejection)
ProjectVersion / ProjectSettings auto updates
Merge from entity_pooling (disabled)
Doubled projectile radius of shotgun buckshot and handmade shells
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Changed some pooling console commands
part1 of fixing darkening issues
Fixed messed up terrain-mesh blending after fullscreen toggle (possible other issues too)
part2 of fixing darkening issues
Increased rifle and pistol projectile base damage from 40 to 50
Server side interaction checks for everything
Fixed legacy decal shadow when dealing with non-directlight shadows
Moved multicopy from water2 to shared resources
Added proper support for deferred mesh decals + overhead.. to replace decal shadow hack
Added rust/std decal spec shader