12,696 Commits over 3,959 Days - 0.13cph!
Fixed exploit to disable gunshot sounds
Added loot console command (for testing, editor-only)
Fixed another LOS exploit
Fixed rare UI NoticeArea error when broadcasting RefreshValue
Added decay to sleeping bags, tool cupboards, barricades and traps
Network++
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Set quarry / pumpjack child entity bounds
Make really sure we never write weird shit to BasePlayer.estimatedVelocity
Temp workaround for strange behaviour caused by nested entity parenting of water purifier
Fixed "invisible water purifier" issue
Unfucked entity parenting on quarry + water purifier (still some weird client side shit going on with nested parenting on the water purifier)
Fixed blurry FP logo on low quality settings
Tweaked cloud brightness, especially at night
Use 2D distance in projectile entity movement test
Tweaked animal entity bounds
This meta file can be removed
Include entity name when logging "entity too far away"
Ignore projectiles from stalled players without handing out violations
Doors reset campfire decay
Reverted
14657 (RUST-842)
AntiHack fix for patrol helicopter speed during rocket run, for real
Wall frame fence layer fix
AntiHack fix for patrol helicopter speed during rocket run
AntiHack projectile protection properties are now in convars
Tweaked distance padding in instahit detection
Cleanup server side projectiles after their max lifetime was exceeded, not after 10 seconds
Instahit logs are yellow in console
Tweaked speed forgiveness in instahit detection
Tweaked max entity velocity in instahit detection
Improvements for the alternative projectile instahit detection
Alternative solution to projectile instahit
Adjusted default AntiHack parameters
AntiHack keeps track of kicks and bans
Prevent movement layer is included in AntiHack checks
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Added prevent movement physics layer (similar to prevent building, just for movement)
Fixed turret LOS check ignoring cave triggers
Vis.Colliders handles terrain triggers
Fixed server projectiles (i.e. rockets) ignoring cave triggers
Fixed world models / ragdolls ignoring cave triggers
Lanterns can be placed on top of other deployables again (RUST-823)
Tightened valid cupboard deployment angle
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
Dialed back hemp tint randomization