31,231 Commits over 3,959 Days - 0.33cph!
Can name shops up to 32 chars in length
Animal AI improvements
animals properly flee when stuck
animal attack range improvements
animal health increased
Another hack report player list ordering issue fix
Hack report player selection UI tweaks
Fixed hack report player list ordering issues
Player name in death screen is the actual name on Steam (counteracts namespoofing)
Don't include the entire friends list in the F7 hacker report player selection (less cluttered)
Always put the most recent killer at the top of the F7 hacker report player selection
building parts colliders optimization and import setting corrections
simplification for armored and sheet metal wall type colliders
Test - navmesh generates 4x faster
AI has sight cone, can sneak up behind animals
AI properly runs out of stamina and flees until recharged
wolves/bears are more aggressive
boars/stags only attack when you get too close, then flee
chicken damage reduced
reduced AI popping up/down when walking on uneven surfaces
Fixed error from
20341 on entities that have their model component on the root entity object
properly ignore hud setting for blackout overrlays ( scope / helmet / binoculars)
Added client entity pooling to animals, presumably fucking everything up in the process
Added client entity pooling to locker
Added client entity pooling to search light
Added client entity pooling to liquid container
Added client entity pooling to recycler
Added client entity pooling to repair bench
Added client entity pooling to research table
Added client entity pooling to resource extractor storage
Added client entity pooling to auto turret
Added client entity pooling to flame turret
Added client entity pooling to stash container
Added client entity pooling to wildlife trap
FIxed a couple of serialization fuckups (public variables inside SERVER ifdefs)
Fixed camera clipping issues with vm crossbow anims
helmet slit overlay when wearing heavy plate armor
heavy plate armor jacket prevents ADS
any one piece of heavy plate armor reduces movement speed to the same level
protocol++
Fixed leak in light clone shadow causing flickering
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack
Removed light clone mask startup log
Can no longer place large furnace on top of sleeping bags (RUST-1666)
vis.lerp is available to developers in standalone builds
Can pick up chain link gate (same as prison gate)
Fuck off that delayed kill message bullshit on players
Added shadow cascade blending support for stable split projection
Older SF shader compile fixes
Merged other lost fixes to std shadow code
Fixed foliage shadows not animating
fixed AK47 viewmodel clipping when ironsighting
Additional profiler samples for BasePlayer.FinalizeTick.Transform
Deleted "Debug/Load Profile File" since it's no longer working on 5.6 (use the save / load buttons at the top of the profiler window instead)
Water jug vm anims, animator, anim events, world model and temp sounds
Added shadow cascade transition blending
Added movement curve interpolation to flyhack detection (same as for noclip detection)
Fixed players culling when looking over low wall (RUST-1670)
Added terrain atlas generator optional support for texture arrays (arrays broken atm); fixed warnings
Tweaked terrain atlas textures max aniso
med syringe / survey charge / smoke gren / binoc / c4 / bow viewmodel tweaks
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revolver / pipe shotgun / bone club / bone knife viewmodel tweaks
bolt rifle / bandage / SMG / semi-auto rifle viewmodel tweaks
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rock / machete / eoka / crossbow viewmodel tweaks
satchel charge / salvage axe + icepick + hammer viewmodel tweaks