31,219 Commits over 3,928 Days - 0.33cph!
Removed redundant visibility check in deferredMeshDecal
Fixed server error can't remove MeshRenderer because DeferredMeshDecal (RUST-1237)
Increased effective distance of rifle bullets
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
updates to thrown weapon anims & transitions
Fixed some GC spam from auto turrets
-merge into main-
researching items calls CollectedForCrafting (mods/ammo comes out)
Researching added
Temp Blueprints added
research table unlocks at level 10
large wood storage unlocks at level 9 (was 10)
-Added research paper
-use research paper to increase success chance
-earn multiple one-time use blueprints when successfully researching an item (based on type)
rebuild loot panels
phrases
touched a bunch of prefabs
Added deferred mesh decal renderer to main camera prefab
Modified sphere_tank decal material and renderer to use deferred mesh decals
Removed a few shitty bird stings and cricket loops
Better volume balance and general polish on ambient sounds
Less ear-piercing hitmarker sound
Better, more varied bullet flybys and ricochets
Don't play a million ricochet or impact sounds when shotgun blasts hit the ground
More woody knock and less tearing on tree impacts
Footstep polish and consistency
Bush rustles have a lot shorter fade in and sound more natural
Misc small sound tweaks, volume balance, and polish
Cleaned up rust/std decal specular
Added rust/std decal metallic
Touched shaders affected by fix in prev commit
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
Server side interaction checks for everything
Increased rifle and pistol projectile base damage from 40 to 50
part2 of fixing darkening issues
Fixed messed up terrain-mesh blending after fullscreen toggle (possible other issues too)
part1 of fixing darkening issues
Changed some pooling console commands
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Doubled projectile radius of shotgun buckshot and handmade shells
Merge from entity_pooling (disabled)
ProjectVersion / ProjectSettings auto updates
Combat log also contains rejected attacks (including reason for rejection)
Clamp AH projectile and melee tickets
Added admin printinput and printhead console commands
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
fixed slight hitching on the double shotgun viewmodel animations
Prerelease steam scripts (need to merge this change into preeelease branch)
Ladders on watch_tower_b are back on trigger layer
Airfield prefab update
server lag exploit fix
fix for floating weapons
fix for sleepers being invisible on terrain under certain conditions
Fixed missing arrows / spears when shot / thrown into the ground
basic position update for invisible players (so weapon moves to the right place)
Added Util/CRC class for fast crc32 and crc64 generation from single and multiple strings
Attempt at fixing NRE when attempting to reconnect to server
Prevent UDR opt from initializing when component is disabled
players no longer rebuild their body any time their inventory changes (yikes - gunbattle microstutter)
Can no longer interact with stuff while wounded
Fixed player corpses "flash" when hit (RUST-1212)
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Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
vm beancan grenade updates
AH projectile LOS improvements
ownership debug tools made admin only and clientside
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supply signal drop position has a random offset of 20 units
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