33,192 Commits over 4,109 Days - 0.34cph!
Clamped client.lookatradius
Reduced craft time of wooden, barbed and metal barricades
Fixed syringe etc having to be holstered/deployed to reuse (on modded servers with stack size increase)
RPC functions can have no arguments, added warnings if arguments unusable
Right clicking clothes in inventory tries to wear them
Determine properly which item was hit by a projectile/attack
Clothes/Armor :
can have condition
Lose on damage
Protect relative to
Can break
Wrap saving to disk in a coroutine, so unix can fail to save without completely breaking
armor damage balance and adjustments
helmets now fall off the player when broken
RustNative.bundle copy hack for osx
RakNet.bundle, Renderer.bundle
Resized ThirdParty textures to their max in engine size (reduces repo by 3gb)
Fresh import changes (adding m_LocalEulerAnglesHint to all the prefabs :S)
Ported over frag shader interp reduction from prerelease branch
Fixed river lighting mismatched with ocean
Smooth water volume color transition from river to ocean
armor condition lowered by damage absorbed
final breaking shot on armor properly only absorbs what it can fractionally rather than 0 or 1
cannot wear broken armor
broken helmets fly off the player on kill headshot
broken items have warning icon
armor provides 100% protection until broken rather than scaled by its condition
armor balance
roadsign armor more effective against melee, less effective against bullet
wood armor very effective at stopping shots, but breaks after being hit twice
helmets overall more effective against melee, but easier to break
metal facemask/chestplate slightly cheaper, but only save 5-8 shots before requiring repair
bone armor nerfed against bullets slightly ( it looks stupid anyway so don't use it )
code cleanup
wood armor pants/jacket not repairable
can wear broken armor at 25% effectiveness
Touched river and ocean shaders just in case
Fixed compilation error in underwater.shader
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
Updated skeleton damage multipliers
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
injure command is admin only
fix for chat bar selection issues
syringe heals 5 health instantly and heals 30 over time
added ceiling swinglight ( uses fuel for now )
fixed lanterns using wood for fuel
protocol++
loot tables
researching an item not found in bp frag table costs 250 frags instead of 1000
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group
Wall frame can no longer be placed after roof (fix for RUST-689)
Building protection reboot
Another layer of exploit safety for direction properties
Building blocks only send their support value to clients when it hasn't changed in the last iteration (fixes potential client connection flooding)
lanterns look nicer
can deploy lanterns on boxes
pre-patch armor should be repairable and not start broken
Fixed LightLOD issues when the number of lights in the scene is less than the graphics.shadowlights convar
Made LightLOD snap to the current state (enabled or disabled) on spawn rather than always starting disabled and fading in
lantern shadow fix
ceiling light impulse fix
Restored deferred path for billboards
Added shadow push/pull trick to fix flat shadow on billboards
ceilinglight collisions with player disabled