5,910 Commits over 3,867 Days - 0.06cph!
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)
Melee weapon damage distance check sends message to player when rejecting an attack
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
More fixes for lag exploits (RUST-315)
Hitting water greatly reduces the speed at impact
Removed annoying up / down jumpiness when holding spacebar while swimming
Reduced the percentage of the body that can be above water while swimming
Nighttime reflection probe ground color fix
Fixed lantern stacking / hiding
Fixed the 2 keylock meshes being registered with two LODGroups / no LODGroups (cc Helk)
Fixed RUST-293 (foundation steps cannot be placed in some situations)
Foundation placement check fix in tight spots
Don't batch wooden shutters (because they can move)
Spawn the building block skin immediately if stability is still pending
Deployer / Planner check AntiHack system before allowing placement
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Shader, asset and prefab warmup convars are client-only, saved
Powerlines correctly prevent building
Wiggling my way around some building exploits
Subtracting shelves layer change (see RUST-283)
Dungeon terrain carving fixes
Underwater particle effect script
Changed splatmap resolution bias
Fixed terrain alpha issues around sewer entrances
Prototype: Dynamic ambient light and sky reflection intensity for indoor / outdoor environments
Fixed insane plant growth in shallow lakes
Triangle foundation exploit fix
AntiHack debuglevel is 2 in the editor
By default, allow admins to use their noclip cheat even on antihack userlevel 2
Foundation step exploit fix
Roofs are more expensive and have less health
Various building exploit fixes
Serverside tree collider preprocessing fix
Changed roof sideways stability supports to female only
Roofs offer sideways support for walls
Adjusted high external wall and gate deploy volumes
Keep serverside sleeper collider enabled
Fixed building block sound cutting out on placement
Fixed issue that made constructions placed via the planner awake at world origin on the server
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AmbienceManager uses IComparable implementation instead of delegate to sort emitters
AmbienceManager profiling
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Fixed grounded building blocks (like foundations) not sending a stability refresh to connected building blocks on placement
Added audio.ambience convar (sorry, disabled by default because it spams memory allocations)