123,357 Commits over 4,171 Days - 1.23cph!
thrownweapon.cs now triggers throw anim directly
deploy/repeat changes to charges
charge animators updated (bools removed)
codelock no longer unlocks when first entering a code, just whitelists you (QoL)
codelock remove icon changed
ladder rope cost reduced
floor grill cost reduced
prison gate cost reduced
prison wall cost reduced
chainlink fence cost reduced
chainlink gate cost reduced
shopfront cost reduced
metal bars code reduced
armored bars cost reduced
wood bars cost reduced
embrasure a cost reduced
embaruse b cost reduced
salvaged tool blade cost tripled
can now find turret parts, stack of hqm and stacks of pipes in green boxes - no more sewing kits
wood boxes no longer produce barrel contents
slightly higher metal frag count from worst-case barrel drop
slightly more techparts when found
slightly more roadsigns when found
satchel requires 1 rope
protocol++
bunch of fixes for thrown objects
proper orientation/sticking, obeys deploy delay
Fixed Wood Storage Box skins pretending they're for the Large Wood Storage
Fixed SavasIsland and SavasIsland_koth issues
Converted some updated skins to the new download system
TerrainCheckGeneratorVolumes fix
Fixed mesh pop in (cave_large_medium + cave_large_hard)
Fixed signs not loading after server restart
Updated to latest Facepunch.Steamworks
Rotated c4 in viewmodel, updated prefab
Recalculated explosive and satchel charge entity bounds (fixes damage through wall issues)
Workshop icons are supersampled,, slightly better lighting
Added culling volumes to military tunnels
Item Store shows additional media from Workshop entry (at a broken aspect ratio)
fixed overlapping UVs on the ak47 viewmodel / worldmodel
tweaked m92 worldmodel positioning
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Can manually re-render inventory icons
Fixed halterneck icon rendering (missing PropRenderer)
Fixed grenade damage through walls (Rust-1466)
Structer high external gate terrain placement (RUST-1367)
Reduced cave prevent building volumes
Restored -nosteam switch (for benchmarks)
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Item.Remove time delay is optional parameter (which appears to be 100% of the use cases right now)
Added server side reload cooldown verification
Network++
Fixed reload cooldown verification issue when spamming + cancelling reload repeatedly
melee sprint block happens at moment of impact instead of strike time
melee sprint block reduced
mace cost reduced and damage buffed
salvaged sword cost reduced
thrown weapons stuck into other objects use throw direction as impact normal
m92 sounds
ambience polish, tweaks, and a few new sounds
mixer tweaks
Added back wetness layer control to rust/std shaders; cheap/simple/straightforward controls + masking
Fixed shadergui inspector script handling of detail-related keywords
Disabled rust/std detail layer in materials that weren't actually using it
hemp must be planted half a foot apart
repairing now costs components constituent parts instead of being free ( suckas )
custom smg slightly cheaper