5,910 Commits over 3,867 Days - 0.06cph!
Barricade nobuild volume tweaks
Added wall sockets to top and bottom end of foundation steps
Tweaked ladder placement rules so they can be attached to the end of floors
Tweaked ladder trigger so they can be climbed from all sides and traversed around
Reduced health of low walls by 50%
Network++
Save++
Reduced twig decay to one hour delay plus one hour duration
Auto turrets can see and shoot through twig building blocks (damaging both the building block and the target behind it)
Twig building tier and wooden ladders can be placed inside the radius of unauthorized cupboards for raid towers
Include list of active invoke method names in entity info (find_entity etc)
Added FindInvokes method to InvokeHandler
Removed bullshit ref keywords from NetworkVisibilityGrid
BaseNpc kill optimization
Fixed entity network group sometimes not updating (invisible animals)
Added find_self console command
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)
Fixed Profiler sample mismatch when creating entity on the client
Fixed prevent building volumes
Log last attacker as killer if dying from wounded / fall within 60 seconds of the last attack
Stop lerp script immediately when destroying a client entity
Fixed possible NRE in LootSpawn
Disabled prefab info debug
Reduced max client side rock scale (allows stricter AH)
Keep last killer ID when switching servers
Fixed suicide clearing the last attacker steam ID, removing it from the top of the hack report tool
Another hack report player list ordering issue fix
Hack report player selection UI tweaks
Fixed hack report player list ordering issues
Player name in death screen is the actual name on Steam (counteracts namespoofing)
Don't include the entire friends list in the F7 hacker report player selection (less cluttered)
Always put the most recent killer at the top of the F7 hacker report player selection
Fixed error from
20341 on entities that have their model component on the root entity object
Added client entity pooling to animals, presumably fucking everything up in the process
Added client entity pooling to locker
Added client entity pooling to search light
Added client entity pooling to liquid container
Added client entity pooling to recycler
Added client entity pooling to repair bench
Added client entity pooling to research table
Added client entity pooling to resource extractor storage
Added client entity pooling to auto turret
Added client entity pooling to flame turret
Added client entity pooling to stash container
Added client entity pooling to wildlife trap
FIxed a couple of serialization fuckups (public variables inside SERVER ifdefs)
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack
Can no longer place large furnace on top of sleeping bags (RUST-1666)
vis.lerp is available to developers in standalone builds
Can pick up chain link gate (same as prison gate)
Fuck off that delayed kill message bullshit on players
Additional profiler samples for BasePlayer.FinalizeTick.Transform
Deleted "Debug/Load Profile File" since it's no longer working on 5.6 (use the save / load buttons at the top of the profiler window instead)
Added movement curve interpolation to flyhack detection (same as for noclip detection)
Check if standing on other players when verifying grounded state in anti hack (RUST-1572)
Changed default value of flyhack_protection to 3 (includes check for other players)
Eliminated water carving volume test from anti hack (perf)
Use current position rather than new position for server side grounded check (should be more robust for jumping on sloped terrain)