5,953 Commits over 4,171 Days - 0.06cph!
Adjusted maxrpcspersecond default value (now 200)
Tree colliders count as grounded in the server side player movement checks
Consumable items try to go straight to belt when picked up
Stackable items prefer item containers that already contain other items of their type when picked up
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
Reverting accidentally commited ProjectSettings
Scene2Prefab for loading screen
Merge from async_texture_loading
Updated native plugins (Win + OSX, Linux to follow)
Added updatebatchspawn convar (used instead of updatebatch when spawning, improves receiving data performance)
Updated native plugins (Win + OSX)
Updated native plugins (Linux)
Skin texture load memory management fix
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Recreate empty client network group provider when leaving / reconnecting server
Fixed Rust.Data error when building plugins somewhere other than Windows
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
More details in combat log when rejecting attacks for various reasons
Network++
Updated native plugins for Linux (built with older version for backwards compatibility)
Fixed bow sometimes spamming RPCs to server
Fixed boostrap not updating the loading screen text
Debris / ragdolls and shit no longer prevent you from picking up / interacting with objects behind them
Dropped items despawn about two times slower
Seeds are considered "common" instead of "rare" and despawn faster when dropped
Corpse despawn time scales with the rarity of the contained items
Steeper curve to scale item despawn time based on item rarity (i.e. rare items despawn even slower)
Reduced rarity of burnt meat from "Uncommon" to "Common" (despawns faster when dropped)
Dropped items displace grass around them
Washed lube off dropped items
Stripped rigidbodies from a gazillion worldmodel prefabs, storing mass on world model component
Fixed burlap sack world models spazzing out
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 wood world model collider rotation being off compared to visuals
Can hold down LMB to continously hit with hammer
Forgot a prefab in changeset
21249
Tweaked grenade physics material (no sliding, only tumbling)
Tweaked grenade weight and throw velocity
Fixed grenade explosion rotation
Reduced grenade bounciness
Tweaked server side weapon cooldown verification
When a storage container is destroyed, drop an item pouch instead of all items individually
Can no longer put items into loot containers
Network++
Fixed item pouch loot panel sometimes not having enough slots to show all contained items
Fixed item pouch being culled too early
Fixed item pouch sometimes falling through objects
Player corpses drop backpacks with their items in them when despawning / destroyed (better performance with long despawn duration)
Added corpsedespawn convar (time after which corpses despawn and turn into backpacks, defaults to 5 minutes like before)
Reverted grenade mass and throw velocity changes
Fixed burned meat and seeds spawning in food boxes due to the automatic loot tables
Fixed M249 having no rarity set (despawn time)
Fixed metal, sulfur, components, scrap, turrets and keys having no rarity set (despawn time)
Increased despawn time of rocket launcher, CCTV, targeting computer, explosives and gunpowder
Spoiled meat and spoiled apples despawn faster
Burned chicken meat despawns faster