33,285 Commits over 4,109 Days - 0.34cph!
Fixed glow around player preview (RUST-1179)
Converted player_preview lights to spot instead of direct
Added SMAA to player_preview
Fixed duplicate colliders on some picture frames (RUST-1184)
Benchmark scenes force Random.seed to be identical on every run
Fixed twig strong side not receiving any damage from arrows
Fixed potential issue with commandbuffer ordering
Cleanup bundles folder properly when building
Unity launch vars, the same as old builder
Fixed broken Hapis lake waves (RUST-1178)
Added proper lake support in water2; dedicated material, etc
Added edit-time placeholder river+lake materials to hapis
combatlog correctly displays the latest 30 entries (use combatlog 100 until this is live)
Attempt at fix for TSSAA flickering while changing items (RUST-1186)
changed beancan material values
satchel charge model, materials and textures
Fixed revz not default to 1 when client cfg is missing
PositionLerp and BoneFollower no longer conflict with each other on parented entities
Projectiles can be picked up immediately after they hit something
Added non drawing graphic for imageless raycast ui
Updated HUD to skip drawing of invisible fullscreen quad; saved ~0.1 ms
Tweaked motion blur default sample counts to low=8, med=16, high=32; switched to med by default to save 20%
Nuked SENaturalBloom from third-party since we're only using the dirt textures on our custom bloom
Fixed layer toggle with no name in F1 tools
Added a downsampled source toggle to our custom bloom; made it 25% faster
Added bloom debug option
Builder, attempt to detect freezes
Merged sharpen and vignette into one effect; 30% faster (0.15ms)
Increased timeout minites to 20
Disabled terrain shader uvmix/far-splats unless pvt is enabled
Enabled uvmix/far-splats on terrain-blended meshes when pvt is enabled
Can once again sprint while reloading the crossbow bringing it in line with other projectile weapons
Unity 5.4.0f3, parallel building again
Projectile AH improvements
Network++
Added ammo type to combat log
Pressing R rotates placement guide of objects (WIP, can do more cool stuff with this)
Network++
Changed how armor absorbs damage (so clothing and armor correctly add up)
halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, crossbow
added satchel charge
protocol++
Fixed high external walls/gates being placeable in foundations (RUST-41)
Fixed grenade viewmodel sometimes getting stuck in throwing animation (RUST-603)
Fixed rock box stacking exploits (RUST-1145)
Building blocks can be rotated with R as well
fixed explosive rounds dealing almost double explosive damage
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
satchel charge exhibits beancan behaviour (duds etc)
beancan grenades slightly more expensive
c4 sulfur cost reduced by 20%
fixed the multi materials on the double barrel shotgun viewmodel
halfed or more crafting time for explosives and gunpowder
armored door is available at level 17 (was 20)