5,910 Commits over 3,867 Days - 0.06cph!
Fixed weapon attachments being invisible when attached to weapon that is currently held
Cleaned up some code that dealt with the weapon attachment disabled flag
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
Fixed water catchers using the protection properties of metal building blocks
Disabled player and projectile collision on all farmed plants
Fixed water catcher physics layers (RUST-839)
Water catchers use RendererLOD
Reset all AH values on disconnect
Fixed weapon attachments leaking their entities to clients
Resources are allowed to spawn in cupboard radius
F1 menu dev layer toggles can be accessed by admins as well
Fixed entity leak at world origin that could lead to huge performance drops / server join times (RUST-749, RUST-776, RUST-909)
Made some logs more detailed to provide more info for server owners
Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
Fixed SavasIsland tier 1 loot crate
Increased physics buffer size
Warn when physics buffers get too small
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
Include desync / lag in projectile verification
Fixed violations not ticking down when AFK
Reverted tiny FinalizeTick change from earlier this week
Server compile fix (cc diogo)
Fix for BR spectator cam (hopefully)
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More detailed hit stat tracking
Tool cupboards can be repaired
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895)
Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks)
AntiHack tweaks
Added decay.tick server startup parameter (specifies decay tick interval)
Fixed exploit to disable gunshot sounds
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
Fixed rare UI NoticeArea error when broadcasting RefreshValue
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
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Set quarry / pumpjack child entity bounds
Make really sure we never write weird shit to BasePlayer.estimatedVelocity
Temp workaround for strange behaviour caused by nested entity parenting of water purifier
Fixed "invisible water purifier" issue
Unfucked entity parenting on quarry + water purifier (still some weird client side shit going on with nested parenting on the water purifier)
Fixed blurry FP logo on low quality settings
Tweaked cloud brightness, especially at night
Use 2D distance in projectile entity movement test
Tweaked animal entity bounds
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