userandrecancel

12,696 Commits over 3,959 Days - 0.13cph!

9 Years Ago
Interaction menu revive takes 3 seconds to complete (WIP)
9 Years Ago
Warning fix
9 Years Ago
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
9 Years Ago
Building blocks can be rotated with R as well
9 Years Ago
Fixed rock box stacking exploits (RUST-1145)
9 Years Ago
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)
9 Years Ago
Fixed high external walls/gates being placeable in foundations (RUST-41)
9 Years Ago
Changed how armor absorbs damage (so clothing and armor correctly add up)
9 Years Ago
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this) Network++
9 Years Ago
Added ammo type to combat log
9 Years Ago
Projectile AH improvements Network++
9 Years Ago
Fixed layer toggle with no name in F1 tools
9 Years Ago
9 Years Ago
PositionLerp and BoneFollower no longer conflict with each other on parented entities Projectiles can be picked up immediately after they hit something
9 Years Ago
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
9 Years Ago
Fix for RUST-1168
9 Years Ago
Tweaks
9 Years Ago
Fixed twig strong side not receiving any damage from arrows
9 Years Ago
Benchmark scenes force Random.seed to be identical on every run
9 Years Ago
Fixed duplicate colliders on some picture frames (RUST-1184)
9 Years Ago
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
9 Years Ago
Network++
9 Years Ago
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
9 Years Ago
Grenade wall placement uses spherecast, less range
9 Years Ago
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
9 Years Ago
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
9 Years Ago
9 Years Ago
Added combatlogsize server convar
9 Years Ago
Grenades can be dropped with right click When looking at constructions, grenades are attached to them when dropped with right click Network++
9 Years Ago
Grenades stack to 5
9 Years Ago
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)
9 Years Ago
Twig building tier takes damage from arrows
9 Years Ago
Fix for RUST-1168
9 Years Ago
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9 Years Ago
Spears use arrow damage type when thrown Added throwable damage properties
9 Years Ago
Increased effective distance, projectile velocity and damage of semi auto rifle slightly
9 Years Ago
Reduced max projectile damage falloff over distance Increased projectile damage falloff distance
9 Years Ago
Fixed NRE when shooting players in Perf.Playermodel scene
9 Years Ago
Added server side combat log that keeps a history of dealt and received damage (access via combatlog console command)
9 Years Ago
NRE check
9 Years Ago
Added bone name to vis.damage
9 Years Ago
Changed the assigned body parts of some lower body player bones (since the upper legs of the mesh are skinned to the hip bones)
9 Years Ago
Reverting some model state tick changes I believe to be fucked
9 Years Ago
Fixed item containers of certain weapons being locked for player input (cc Helk, regression from 15732)
9 Years Ago
Warn on duplicate bone ID in skeleton properties
9 Years Ago
Rocket LOS check improvement (RUST-1152)
9 Years Ago
Damage properties are stored on projectiles Shotgun buckshot uses headshot damage multiplier of 1.25
9 Years Ago
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)
9 Years Ago
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++
9 Years Ago
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection