5,912 Commits over 3,867 Days - 0.06cph!
Wrapped projectile ID and seed generation
More detailed server side attack and projectile verification logging
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
Increased revolver cylinder to hold 8 rounds
Increased semi auto pistol magazine to hold 10 rounds
Fixed game trace bounds of player collision being insufficiently big when wounded
Increased player wounded time
Increased throwable and arrow headshot multiplier to 1.5
Slightly reduced projectile radius of slugshot, buckshot, arrows and explosive rifle ammo
Full clothing and armor balancing pass (15% more body damage when fully geared)
Fixed being unable to bandage other players (RUST-1193)
Attempting a revive delays the wound-inflicted death if imminent (never dies while revive in progress or immediately after)
Bandage and syringe no longer revive players
Large medkit reduces bleeding by 100
Interaction menu revive takes 6 seconds to complete
Can no longer move while reviving
Interaction menu revive takes 3 seconds to complete (WIP)
Added hurt admin console command (takes amount of damage as parameter)
Bleeding is displayed as total damage that will be applied over the bleeding duration
Bleeding rate is 20 damage per minute
Bleed causing weapons add 20 bleeding per 100 damage that was dealt
Building blocks can be rotated with R as well
Fixed rock box stacking exploits (RUST-1145)
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)
Fixed high external walls/gates being placeable in foundations (RUST-41)
Changed how armor absorbs damage (so clothing and armor correctly add up)
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
Added ammo type to combat log
Projectile AH improvements
Network++
Fixed layer toggle with no name in F1 tools
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
Fixed twig strong side not receiving any damage from arrows
Benchmark scenes force Random.seed to be identical on every run
Fixed duplicate colliders on some picture frames (RUST-1184)
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
Grenade wall placement uses spherecast, less range
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
Added combatlogsize server convar
Grenades can be dropped with right click
When looking at constructions, grenades are attached to them when dropped with right click
Network++
Adjusted some throwable damage types to be the same as for their corresponding melee strikes
Thrown items lose condition on impact and break when their condition is zero
Thrown items no longer randomly break and disappear (only break when their condition is zero)
Twig building tier takes damage from arrows