32,083 Commits over 4,018 Days - 0.33cph!
vm pickaxe now the right way round RUST-560
high end weapons are found a bit less often in radtowns
trash piles refresh their contents (including xp on opening) twice as fast
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection
crafting cost reduced for mid/high end melee weapons
Removed obsolete protection property info from game manifest
Tool cupboards can no longer be placed on foundation stairs
Removed a legacy socket mod from tool cupboard (forced a huge distance between walls and cupboards)
Reduced bow / crossbow headshot damage multiplier to 1.25
Arrow damage type impact effects and headshot sound
Added arrow damage type (no longer using the same as bullets)
Structures no longer take damage from arrows
Fixed rust/std speedtree shaders not using normal map properly + potentially other shaders
fixed issues with some melee weapons not striking centre of the screen
Merged FasterBuilds branch
fixed a null pointer bug with the sleepingEvent code
fixed bug with player holding a weapon up to throw and switching to another throwable weapon ( and being stuck in the pre-throw pose )
players standing up when sleeping (until you approach them) should be fixed 100%
no more empty heli loot crates RUST-1149
neck is no longer consistered for headshots derp
no sprinting while reloading the crossbow
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
Same alu reductions to ocean and river shaders
More alu reductions in rust/std fragment shader internal code
Simplified rust/std fragment handling of vertex and pixel world normals
Touched all rust/std changes to force apply changes
Fixed black graphic distortion in dungeon tunnels (RUST-1147)
Fixed warning stating motion vectors require depth camera mode
Hide rcon password on command line properly
Fixed UI.Ingame.Hud layer sort order
Added UI.Ingame.Hud.Menu
Potential fix for rare NRE when cancelling loading screen
Fixed NRE in PlayerMetabolism.CanConsume
Fixed excessive reach on certain melee weapons (for example the rock)
Fixed projectile speed verification getting inaccurate when server FPS are insanely high
Converted some OnValidates to DoPrepare
Changed save file name (to let server ownrs opt out of wipes by copying the save file)
Save file protocol shows a warning instead of blocking the load
Re-applied temporal-aa black sludge fix + motion-based blend feedback scaling
Touched all rust/std shaders to trigger b25 brdf alu opt
Fixed protective armor absorbing damage from animal attacks
rename reoll method + help strings
renamed reset command to reseteverything
shotgun bullet has much shorter raycast range
command to relock blueprints and refund all spent xp
Fixed bald patch on wolf head dress
Industrial building windows use separate colliders (on the transparent layer)
Animal damage uses base protection again