11,009 Commits over 4,048 Days - 0.11cph!
AntiHack player damage verification is enabled by default
Convar graphics.lodbias is deprecated
Tree quality slider for the main menu performance options panel
Merge from tree-performance (LODing and culling optimizations)
TreePerfTest exposes a seed for reproducible results
TerrainTreeBatch is now deprecated
Moved convar server.aihandlerms to ai.frametime
Moved convar server.npcrickrate to ai.tickrate
Greatly reduced AI frame time when playing in the editor (better testing perf)
Removing some deprecated stuff from TerrainConfig
Tree benchmark scene
Tree culling and LODing optimizations
Tree quality convar
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Fixed external gates collapsing
Fixed detail texture scaling for the new rocks
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