10,550 Commits over 4,324 Days - 0.10cph!
Nighttime reflection probe ground color fix
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
More fixes for lag exploits (RUST-315)
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
Melee weapon damage distance check sends message to player when rejecting an attack
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)
Fixed detail texture scaling for the new rocks
Fixed external gates collapsing
Autoturret nobuild volume no longer reaches beneath the turret (RUST-347)
Tree benchmark scene
Tree culling and LODing optimizations
Tree quality convar
Removing some deprecated stuff from TerrainConfig
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)
TerrainTreeBatch is now deprecated
TreePerfTest exposes a seed for reproducible results
Merge from tree-performance (LODing and culling optimizations)
Tree quality slider for the main menu performance options panel
Convar graphics.lodbias is deprecated
AntiHack player damage verification is enabled by default
Fixed tree skins missing from asset bundles
Developer tools for the F1 panel
LightLOD performance regression fix
Config file loading debug output
Increased sheet metal building part base health to 750HP
Coverting a bunch of world model colliders to primitive colliders (should fix items falling through ground)
Dropped item rigidbodies correctly copy drag and angular drag if specified
These look like they can be deleted
Server size / seed / salt convar writeback
Fixed monuments occasionally messing up rivers
Fixed some cave_small prefab fuckups
Fixed monument fadeout noise occasionally leading to floating objects
Fixed rivers occasionally going through monuments
Procedural river / road parameters are exposed in the generation scripts (for roads these will eventually be defined by the road connection nodes of monuments)
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Roof exploit fix
Stability diminishing returns
Various building block placement quality of life improvements