10,480 Commits over 4,171 Days - 0.10cph!
Merge from prerelease (gunplay reboot + music system)
Removing music assets because Unity
Removing music prefab because Unity
Removing music code because Unity
Check protocol version after the branch since the Steam beta kick message is easier to understand
Rocket LOS check improvement (RUST-1139)
Workaround for building blocked everywhere (RUST-683, maybe RUST-1138)
ProjectVersion / ProjectSettings b25 auto updates
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Fixed water purifier interaction issues on server restart... or so I hope... (RUST-1109, RUST-1137)
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Animal damage uses base protection again
Industrial building windows use separate colliders (on the transparent layer)
Fixed protective armor absorbing damage from animal attacks
Fixed projectile speed verification getting inaccurate when server FPS are insanely high
Fixed excessive reach on certain melee weapons (for example the rock)
Fixed NRE in PlayerMetabolism.CanConsume
Potential fix for rare NRE when cancelling loading screen
Fixed patrol helicopter guns not using GetEntity to retrieve entity from RaycastHit (required for batched colliders)
Added arrow damage type (no longer using the same as bullets)
Structures no longer take damage from arrows
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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