12,696 Commits over 3,959 Days - 0.13cph!
Weapon LOS checks now use client side projectile start position (after verifying that it's valid)
Added additional line segment to projectile and melee hit LOS check
Added additional info to log when rejecting projectiles for LOS violation
Added vis.lineofsight convar
Added vis.protection convar
Fixed missing arrows / spears when shot / thrown into the ground
Can no longer interact with stuff while wounded
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Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
AH projectile LOS improvements
AH melee weapon LOS improvements
Fixed clientside placement guide as well for RUST-1209
Refresh entity links when rotating block after placement (RUST-1209)
Slightly more forgiveness in attack entity cooldown verification
Fixed code locks only being accessible from one side on gates (RUST-101)
Tweaked server side weapon cooldown verification
Merge from graphics_overhaul2
Projectile cleanup tweaks
Server lag compensation for attack entity cooldown verification
Fixed situation where projectiles could break on the server when destroying an entity (even if some penetration power was left)
Tweaked server side projectile handling, added more logging
Eliminated server lag from player desync time calculation
Wrapped projectile ID and seed generation
More detailed server side attack and projectile verification logging
Fixed near clipping plane sometimes cutting off part of weapon viewmodel (RUST-837)
Rescaled some numbers (no effect other than semi auto pistol damage rounding)
Increased revolver cylinder to hold 8 rounds
Increased semi auto pistol magazine to hold 10 rounds
Fixed game trace bounds of player collision being insufficiently big when wounded
Increased player wounded time
Increased throwable and arrow headshot multiplier to 1.5
Slightly reduced projectile radius of slugshot, buckshot, arrows and explosive rifle ammo
Full clothing and armor balancing pass (15% more body damage when fully geared)
Fixed being unable to bandage other players (RUST-1193)
Attempting a revive delays the wound-inflicted death if imminent (never dies while revive in progress or immediately after)
Bandage and syringe no longer revive players
Large medkit reduces bleeding by 100
Interaction menu revive takes 6 seconds to complete
Can no longer move while reviving