32,162 Commits over 4,018 Days - 0.33cph!
Tweaked server side weapon cooldown verification
Reduced grenade bounciness
Tweaked grenade physics material (no sliding, only tumbling)
Tweaked grenade weight and throw velocity
Fixed grenade explosion rotation
ores have a smash effect when changing stages
Forgot a prefab in changeset
21249
Can hold down LMB to continously hit with hammer
Fixed wood world model collider rotation being off compared to visuals
Fixed slight grass displacement choppiness when moving
Fixed dropped items not displacing grass when rotating (changed displacement mask to projection)
Optimized grass displacement by separating moving and static meshes
Fixed burlap sack world models spazzing out
Fixed occlusion culling on roof parts
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Washed lube off dropped items
Dropped items displace grass around them
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
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3rd person player anim tweaks
Corpse despawn time scales with the rarity of the contained items
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Dropped items despawn about two times slower
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Fixed boostrap not updating the loading screen text
Cherry picking shader changes from /main/hair
Fixed bow sometimes spamming RPCs to server
3rd person player anim tweaks
3rd person player anim tweaks
fix for 3rd person weapon animations not playing
Updated native plugins for Linux (built with older version for backwards compatibility)
More details in combat log when rejecting attacks for various reasons
Network++
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Lots of little mix tweaks and sound polish
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Merged in terrain texturing edit-mode verbosity mitigation
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Updated native plugin (Linux)
Skin texture load memory management fix
Updated native plugins (Linux)
Updated native plugins (Win + OSX)
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Updated Linux native plugins
Updated native plugins (Win + OSX, Linux to follow)
Merge from async_texture_loading
Scene2Prefab for loading screen
Reverting accidentally commited ProjectSettings