10,480 Commits over 4,171 Days - 0.10cph!
Culling volume fixes for cave_large_medium
More culling volume fixes for cave_large_medium
Merge from save139 (caves)
Fixed NREs from entities that spawn as child objects of cave pieces
Fixed mesh pop in (cave_large_hard)
Fixed mesh pop in (cave_large_sewers_hard)
Fixed bucket lift never going back down (hopefully)
Fixed some deployables being placeable partially inside constructions
Fixed pillars / walls / floors being allowed to reach into prevent building volumes (deployables, dungeons)
Fixed mesh pop in (cave_medium_medium)
Fixed cave bucket lift animator being stripped from server builds
Stricter melee / projectile AH (reduced padding)
Fixed a foundation stacking exploit
Fixed mesh pop in (cave_medium_medium)
Additional foundation stacking fixes
Updated ProcmapBench scene
Added server side weapon firing rate verification to BaseLauncher as well
Fixed a rapid fire exploit
Fixed SavasIsland and SavasIsland_koth issues
TerrainCheckGeneratorVolumes fix
Fixed mesh pop in (cave_large_medium + cave_large_hard)
Recalculated explosive and satchel charge entity bounds (fixes damage through wall issues)
Added culling volumes to military tunnels
Fixed grenade damage through walls (Rust-1466)
Structer high external gate terrain placement (RUST-1367)
Reduced cave prevent building volumes
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Item.Remove time delay is optional parameter (which appears to be 100% of the use cases right now)
Added server side reload cooldown verification
Network++
Fixed reload cooldown verification issue when spamming + cancelling reload repeatedly
Improved reload verification