10,607 Commits over 4,413 Days - 0.10cph!
Fixed metal facemasks not always protecting against headshots (RUST-849)
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
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)
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
Fixed viewmodels spazzing out for one frame when deployed
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
Nework decay timer to client as well
OSX protobuf generate script
Fixed being able to repair things with just wood
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
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant server convars actually do what they claim to do
Fixed plant planting and harvesting particle effect rotations
Added hemp seeds and hemp farming
Network++
Merge from decay_reboot
Network++
Fixed plant skins missing from asset bundles
Wild corn & pumpkins always spawn next to rivers
Reduced driftwood density
Dialed back hemp tint randomization
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Tightened valid cupboard deployment angle
Lanterns can be placed on top of other deployables again (RUST-823)
Fixed world models / ragdolls ignoring cave triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Vis.Colliders handles terrain triggers
Fixed turret LOS check ignoring cave triggers
Added prevent movement physics layer (similar to prevent building, just for movement)
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Prevent movement layer is included in AntiHack checks
AntiHack keeps track of kicks and bans
Adjusted default AntiHack parameters
Alternative solution to projectile instahit
Improvements for the alternative projectile instahit detection
Tweaked max entity velocity in instahit detection
Tweaked speed forgiveness in instahit detection
Instahit logs are yellow in console
Cleanup server side projectiles after their max lifetime was exceeded, not after 10 seconds
Tweaked distance padding in instahit detection