10,832 Commits over 3,867 Days - 0.12cph!
Tweaked speed forgiveness in instahit detection
Tweaked max entity velocity in instahit detection
Improvements for the alternative projectile instahit detection
Alternative solution to projectile instahit
Adjusted default AntiHack parameters
AntiHack keeps track of kicks and bans
Prevent movement layer is included in AntiHack checks
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Added prevent movement physics layer (similar to prevent building, just for movement)
Fixed turret LOS check ignoring cave triggers
Vis.Colliders handles terrain triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Fixed world models / ragdolls ignoring cave triggers
Lanterns can be placed on top of other deployables again (RUST-823)
Tightened valid cupboard deployment angle
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Dialed back hemp tint randomization
Reduced driftwood density
Wild corn & pumpkins always spawn next to rivers
Fixed plant skins missing from asset bundles
Merge from decay_reboot
Network++
Added hemp seeds and hemp farming
Network++
Fixed plant planting and harvesting particle effect rotations
Plant server convars actually do what they claim to do
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
Fixed being able to repair things with just wood
OSX protobuf generate script
Nework decay timer to client as well
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Fixed viewmodels spazzing out for one frame when deployed
Current entity decay state saves and loads on server restart
Decay uses less memory on the server (meaning we can add it to everything)
Building block decay correctly resets when fully repaired
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow)
Network++ (dev servers might warn when loading a save, but no forced wipe)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
Fixed metal facemasks not always protecting against headshots (RUST-849)
Fixed speedup when moving diagonally
Fixed NoShadows benchmark
Updated procmap benchmark scene to latest world generation
Fixed standalone compile error