32,250 Commits over 4,048 Days - 0.33cph!
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
fix for no water purifier guide
water purifier only produces steam and bubbling sound when water is actually being processed
manifest, loot, phrases et al
Caught fish sounds (fish trap)
changed the default Editor Inventory Loadout back to the previous one
checking in the previous RustPlayerSkeleton.asset
Deleting the old player Animations folders/files
instahit check improvements
silencer lasts more than twice as long
silencer reduces damage by 25% instead of 30%
fixed the player_model prefab so it uses the new anim controller
optimized and improved the look of the all of the player movement animations
AntiHack has instahit convar
Merging quasi-log reverse depth solution to ameliorate z-fighting across the board; toggable using graphics.revz (off by default)
Adjusted default AntiHack parameters
AntiHack keeps track of kicks and bans
Prevent movement layer is included in AntiHack checks
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instahit fix
can no longer codelock fish traps ( wow )
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
Reduced driftwood density
Wild corn & pumpkins always spawn next to rivers
Fixed plant skins missing from asset bundles
Merge from decay_reboot
Network++
Added hemp seeds and hemp farming
Network++
Fixed plant planting and harvesting particle effect rotations
Plant server convars actually do what they claim to do
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
Plant skins use prefab pooling
Plants can specify whether or not to switch to the dying state when harvested for the last time
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions)
Fixed plants skipping their dying skin when exceeding their max number of seasons
loot through walls/flame spawn fix