5,942 Commits over 4,018 Days - 0.06cph!
Adjusted item pouch color to look different from the hidden stash
Burned chicken meat despawns faster
Spoiled meat and spoiled apples despawn faster
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
Fixed M249 having no rarity set (despawn time)
Fixed burned meat and seeds spawning in food boxes due to the automatic loot tables
Reverted grenade mass and throw velocity changes
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)
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
When a storage container is destroyed, drop an item pouch instead of all items individually
Can no longer put items into loot containers
Network++
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
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
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)
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
Fixed bow sometimes spamming RPCs to server
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)
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
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 native plugins (Win + OSX, Linux to follow)
Merge from async_texture_loading
Scene2Prefab for loading screen
Reverting accidentally commited ProjectSettings
Added skip button to skin download stage of the loading screen for when Steam is having trouble or the download gets stuck
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