5,953 Commits over 4,171 Days - 0.06cph!
Arrow damage type impact effects and headshot sound
Reduced bow / crossbow headshot damage multiplier to 1.25
Removed a legacy socket mod from tool cupboard (forced a huge distance between walls and cupboards)
Tool cupboards can no longer be placed on foundation stairs
Removed obsolete protection property info from game manifest
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection
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++
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
Damage properties are stored on projectiles
Shotgun buckshot uses headshot damage multiplier of 1.25
Rocket LOS check improvement (RUST-1152)
Warn on duplicate bone ID in skeleton properties
Fixed item containers of certain weapons being locked for player input (cc Helk, regression from 15732)
Reverting some model state tick changes I believe to be fucked
Changed the assigned body parts of some lower body player bones (since the upper legs of the mesh are skinned to the hip bones)
Added bone name to vis.damage
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
Fixed NRE when shooting players in Perf.Playermodel scene
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
Spears use arrow damage type when thrown
Added throwable damage properties
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Twig building tier takes damage from arrows
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)
Grenades can be dropped with right click
When looking at constructions, grenades are attached to them when dropped with right click
Network++
Added combatlogsize server convar
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Grenade wall placement uses spherecast, less range
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
Fixed duplicate colliders on some picture frames (RUST-1184)
Benchmark scenes force Random.seed to be identical on every run
Fixed twig strong side not receiving any damage from arrows
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
Fixed layer toggle with no name in F1 tools
Projectile AH improvements
Network++
Added ammo type to combat log
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
Changed how armor absorbs damage (so clothing and armor correctly add up)
Fixed high external walls/gates being placeable in foundations (RUST-41)
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)