12,696 Commits over 3,959 Days - 0.13cph!
Interaction menu revive takes 3 seconds to complete (WIP)
Added hurt admin console command (takes amount of damage as parameter)
Bleeding is displayed as total damage that will be applied over the bleeding duration
Bleeding rate is 20 damage per minute
Bleed causing weapons add 20 bleeding per 100 damage that was dealt
Building blocks can be rotated with R as well
Fixed rock box stacking exploits (RUST-1145)
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)
Fixed high external walls/gates being placeable in foundations (RUST-41)
Changed how armor absorbs damage (so clothing and armor correctly add up)
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
Added ammo type to combat log
Projectile AH improvements
Network++
Fixed layer toggle with no name in F1 tools
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
Fixed twig strong side not receiving any damage from arrows
Benchmark scenes force Random.seed to be identical on every run
Fixed duplicate colliders on some picture frames (RUST-1184)
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
Grenade wall placement uses spherecast, less range
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
Added combatlogsize server convar
Grenades can be dropped with right click
When looking at constructions, grenades are attached to them when dropped with right click
Network++
Adjusted some throwable damage types to be the same as for their corresponding melee strikes
Thrown items lose condition on impact and break when their condition is zero
Thrown items no longer randomly break and disappear (only break when their condition is zero)
Twig building tier takes damage from arrows
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Spears use arrow damage type when thrown
Added throwable damage properties
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
Reduced max projectile damage falloff over distance
Increased projectile damage falloff distance
Fixed NRE when shooting players in Perf.Playermodel scene
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
Added bone name to vis.damage
Changed the assigned body parts of some lower body player bones (since the upper legs of the mesh are skinned to the hip bones)
Reverting some model state tick changes I believe to be fucked
Fixed item containers of certain weapons being locked for player input (cc Helk, regression from 15732)
Warn on duplicate bone ID in skeleton properties
Rocket LOS check improvement (RUST-1152)
Damage properties are stored on projectiles
Shotgun buckshot uses headshot damage multiplier of 1.25
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
Projectile velocity is no longer randomized
Projectile velocity is no longer causing RNG damage
Projectile damage falls off linearly with distance (after an initial max damage distance)
Projectiles can specify effective projectile range + corresponding damage multipliers
Damage multipliers are determined exclusively by weapon damage properties (removed projectile max skeleton mult)
Weapons and weapon mods can adjust projectile damage, distance and velocity separately
Network++
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection