10,480 Commits over 4,171 Days - 0.10cph!
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)
Fixed rock box stacking exploits (RUST-1145)
Building blocks can be rotated with R as well
Added hurt admin console command (takes amount of damage as parameter)
Bleeding is displayed as total damage that will be applied over the bleeding duration
Bleeding rate is 20 damage per minute
Bleed causing weapons add 20 bleeding per 100 damage that was dealt
Interaction menu revive takes 3 seconds to complete (WIP)
Interaction menu revive takes 6 seconds to complete
Can no longer move while reviving
Bandage and syringe no longer revive players
Large medkit reduces bleeding by 100
Attempting a revive delays the wound-inflicted death if imminent (never dies while revive in progress or immediately after)
Fixed being unable to bandage other players (RUST-1193)
Full clothing and armor balancing pass (15% more body damage when fully geared)
Slightly reduced projectile radius of slugshot, buckshot, arrows and explosive rifle ammo
Increased throwable and arrow headshot multiplier to 1.5
Increased player wounded time
Fixed game trace bounds of player collision being insufficiently big when wounded
Increased revolver cylinder to hold 8 rounds
Increased semi auto pistol magazine to hold 10 rounds
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
More detailed server side attack and projectile verification logging
Wrapped projectile ID and seed generation