5,910 Commits over 3,867 Days - 0.06cph!
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
Enabled sound pooling by default on 64bit systems
Fixed several "Cannot play disabled audio source" warnings
Deferred mesh decal rollback
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
Increased effective distance of rifle bullets
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
Fixed some GC spam from auto turrets
Server side interaction checks for everything
Increased rifle and pistol projectile base damage from 40 to 50
Changed some pooling console commands
Added meleedamage, arrowdamage, bulletdamage and bleedingdamage server convars
Added meleearmor, arrowarmor, bulletarmor and bleedingarmor server convars
Doubled projectile radius of shotgun buckshot and handmade shells
Merge from entity_pooling (disabled)
ProjectVersion / ProjectSettings auto updates
Combat log also contains rejected attacks (including reason for rejection)
Clamp AH projectile and melee tickets
Added admin printinput and printhead console commands
Weapon LOS checks now use client side projectile start position (after verifying that it's valid)
Added additional line segment to projectile and melee hit LOS check
Added additional info to log when rejecting projectiles for LOS violation
Added vis.lineofsight convar
Added vis.protection convar
Fixed missing arrows / spears when shot / thrown into the ground
Can no longer interact with stuff while wounded
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Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
AH projectile LOS improvements
AH melee weapon LOS improvements
Fixed clientside placement guide as well for RUST-1209
Refresh entity links when rotating block after placement (RUST-1209)
Slightly more forgiveness in attack entity cooldown verification
Fixed code locks only being accessible from one side on gates (RUST-101)
Tweaked server side weapon cooldown verification
Projectile cleanup tweaks
Server lag compensation for attack entity cooldown verification
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
Tweaked server side projectile handling, added more logging
Eliminated server lag from player desync time calculation
Wrapped projectile ID and seed generation
More detailed server side attack and projectile verification logging