5,910 Commits over 3,867 Days - 0.06cph!
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Fixed NRE when shooting players in Perf.Playermodel scene
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
Added bone name to vis.damage
Changed the assigned body parts of some lower body player bones (since the upper legs of the mesh are skinned to the hip bones)
Reverting some model state tick changes I believe to be fucked
Fixed item containers of certain weapons being locked for player input (cc Helk, regression from 15732)
Warn on duplicate bone ID in skeleton properties
Rocket LOS check improvement (RUST-1152)
Damage properties are stored on projectiles
Shotgun buckshot uses headshot damage multiplier of 1.25
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
Projectile velocity is no longer randomized
Projectile velocity is no longer causing RNG damage
Projectile damage falls off linearly with distance (after an initial max damage distance)
Projectiles can specify effective projectile range + corresponding damage multipliers
Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult)
Weapons and weapon mods can adjust projectile damage, distance and velocity separately
Network++
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection
Removed obsolete protection property info from game manifest
Tool cupboards can no longer be placed on foundation stairs
Removed a legacy socket mod from tool cupboard (forced a huge distance between walls and cupboards)
Reduced bow / crossbow headshot damage multiplier to 1.25
Arrow damage type impact effects and headshot sound
Added arrow damage type (no longer using the same as bullets)
Structures no longer take damage from arrows
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
Potential fix for rare NRE when cancelling loading screen
Fixed NRE in PlayerMetabolism.CanConsume
Fixed excessive reach on certain melee weapons (for example the rock)
Fixed projectile speed verification getting inaccurate when server FPS are insanely high
Fixed protective armor absorbing damage from animal attacks
Industrial building windows use separate colliders (on the transparent layer)
Animal damage uses base protection again
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Fixed water purifier interaction issues on server restart... or so I hope... (RUST-1109, RUST-1137)
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ProjectVersion / ProjectSettings b25 auto updates
Workaround for building blocked everywhere (RUST-683, maybe RUST-1138)
Rocket LOS check improvement (RUST-1139)
Check protocol version after the branch since the Steam beta kick message is easier to understand
Removing music code because Unity
Removing music prefab because Unity
Removing music assets because Unity
Merge from prerelease (gunplay reboot + music system)
Fixed item ownership distributing far more than 100% of total XP