127,190 Commits over 4,109 Days - 1.29cph!
road shading more seamless
fixed a null pointer bug with the sleepingEvent code
Merged FasterBuilds branch
fixed issues with some melee weapons not striking centre of the screen
Fixed rust/std speedtree shaders not using normal map properly + potentially other shaders
Added arrow damage type (no longer using the same as bullets)
Structures no longer take damage from arrows
Arrow damage type impact effects and headshot sound
Reduced bow / crossbow headshot damage multiplier to 1.25
Removed a legacy socket mod from tool cupboard (forced a huge distance between walls and cupboards)
Tool cupboards can no longer be placed on foundation stairs
Removed obsolete protection property info from game manifest
crafting cost reduced for mid/high end melee weapons
Increased arrow headshot multiplier to 1.5 to maintain one-shots when not wearing any head protection
high end weapons are found a bit less often in radtowns
trash piles refresh their contents (including xp on opening) twice as fast
vm pickaxe now the right way round RUST-560
Decoupled water reflections from water quality; now controlled separately in graphics options
Added much faster medium quality water reflections now default value
Shader level no longer affects water quality; full control now in water quality and reflections
tweaked the spear 3rd person pre-throw animations.
added new 3rd person pre-throw animations for the rock
Music! (still disabled via music.enabled convar by default for now)
Restructure & cleanup.
Manifest.
Optimized climate LUT blend with single 5-way blend instead of 5 blends
Saved a copy blit and mitigated binding induced latency (weird variations) by ping-ponging result
Saved a 256K in render texture memory yay
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++
Skip underwater overlay if water excluded from camera culling mask
Fixed InvalidOperationException in OnProjectileAttack (RUST-1157)