31,203 Commits over 3,928 Days - 0.33cph!
lagged out players will no longer spam all the shots they fired while lagging in one go
fix for lag switch exploiting
fixed bug where explosive rounds would not deal splash damage to impacted targets
Added Tint Splat selection to Biome Layer in Rust/Standard shaders
fully repairing an object resets its decay delay
fixed helicopter not being able to target players at some monuments
fixed explosive rounds doing double damage to some objects
Fixed linux not creating log files properly
Don't print rcon response to console/log files, just respond with it
Console command json responses are formatted nicely
BuildOptions.ForceEnableAssertions
Cherry pick
13716
- added bans, serverinfo commands
- console.tail, search returns json
- asserts are logged properly
- webrcon response.type is now a string
- asserts show as red in server console
speed up the spear ( stone/wood) attack animation speed.
Added biome tint layer option to Rust/Standard and Rust/Standard (spec)
fixed bullseye missing decals
Spawn population tweaks
Fixed some stuff spawning midair near rocks
DeferredDecalRenderer command buffer refresh is allocation free
Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around)
Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects)
Adjusted reactive target physics layers (no player collision on the moving parts)
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
Reactive target Missing collisions
can now lower target
1 second delay for pickup
impact sparks are HDR
added bullseye to reactive target
bullseye shots do 2x damage and have a special effect
Updated AO to latest and switched to deferred AO injection to play nice with PBR and go easier on the grass
Fixed active item not dropping when killed without entering the wounded state first
Fixed potential pooling NRE when leaving play mode in the editor
kill console command kills immediately without going wounded first (it's just annoying)
rigged / animated / added sounds for the reactive_target
tweaked some flamethrower viewmodel anims
Load balancer takes more time when queue backlog increases
Fixed cargo plane's propellers not fading into fog (#634)
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
Compile fix (CLIENT && !SERVER)
Test: Don't check isSpawned when verifying the entity state while loading a save
Test: Set isDestroyed at the end of the entity deletion
Old hapis on main again, for now.
Random mat tweaks.
Slightly increased SSAO radius, so that it doesn't black all over our grass as much.
Made some placeholder crapsset store cars not be all toy-sized.
Made Hapis run prefab sky dome.