5,987 Commits over 4,413 Days - 0.06cph!
Stability is now encapsulated into a StabilityEntity
Doors, shutters and embrasures use the new socket based stability system
Fix for RUST-164 and RUST-318
Melee weapon damage distance check sends message to player when rejecting an attack
Check antihack whenever players try to damage something (antihack.playerdamage convar, defaults to false)
Added antihack.objectplacement convar to toggle object placement verification (defaults to true)
Fixed external gates collapsing
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Removing some deprecated stuff from TerrainConfig
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
Merge from tree-performance (LODing and culling optimizations)
Tree quality slider for the main menu performance options panel
Convar graphics.lodbias is deprecated
AntiHack player damage verification is enabled by default
Fixed tree skins missing from asset bundles
Developer tools for the F1 panel
LightLOD performance regression fix
Config file loading debug output
Increased sheet metal building part base health to 750HP
Coverting a bunch of world model colliders to primitive colliders (should fix items falling through ground)
Dropped item rigidbodies correctly copy drag and angular drag if specified
These look like they can be deleted
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Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements
Allow attaching roofs to the bottom of other roofs again
Merge from procgen11.1
Network++
Save++
Sleeping bag exploit fixes
Added OpenGLCore to Windows build settings (for asset bundles on the build server)
Removing legacy water shaders, see if that works
Fix for occasional floaty decor objects
Don't spawn grass on the cliffside topology
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
Fix for roadside decor sometimes spawning too close to each other
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Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
Fixed test cave messing up CraggyIsland
Fixed rare issue where GameTrace would incorrectly ignore a hit on a static concave mesh
SpeedTree parameter updates for 5.3
Fixed error spam on connect
Dummy LODBatch script (to fix warnings without messing with Vince's changes)
Fixed issue that could force LOD0 to always be visible
Disabled projectile penetration on players (for better damage predictability, related to 12922)