111,829 Commits over 3,928 Days - 1.19cph!
Prerelease steam scripts (need to merge this change into preeelease branch)
Ladders on watch_tower_b are back on trigger layer
Airfield prefab update
Ghetto grading.
Various fixes.
server lag exploit fix
fix for floating weapons
fix for sleepers being invisible on terrain under certain conditions
Fixed missing arrows / spears when shot / thrown into the ground
basic position update for invisible players (so weapon moves to the right place)
Added Util/CRC class for fast crc32 and crc64 generation from single and multiple strings
Attempt at fixing NRE when attempting to reconnect to server
Prevent UDR opt from initializing when component is disabled
players no longer rebuild their body any time their inventory changes (yikes - gunbattle microstutter)
Can no longer interact with stuff while wounded
Fixed player corpses "flash" when hit (RUST-1212)
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Shotgun buckshot has slightly randomized velocity (doesn't affect damage, purely visual)
vm beancan grenade updates
AH projectile LOS improvements
ownership debug tools made admin only and clientside
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supply signal drop position has a random offset of 20 units
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Fixed NRE in player visibility
AH melee weapon LOS improvements
Fixed UDR opt not updating invisible renderers, causing issues on ragdolls
Fixed clientside placement guide as well for RUST-1209
Refresh entity links when rotating block after placement (RUST-1209)
Slightly more forgiveness in attack entity cooldown verification
Fixed code locks only being accessible from one side on gates (RUST-101)
Lighthouse greybox and scene update
Tweaked server side weapon cooldown verification
removed garbage from airdrop loot table
double barrel shotgun damage buffed to be same as waterpipe
double barrel shotgun spread increased slightly (more damage up close, less from far away)
double barrel refire rate decreased to 0.5s (was 1.0s)
helicopter gibs do not block vis
warehouse windows do not block vis
playercull nre fix when disconnecting
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viscull 2.0
windows and bars no longer block vis
code refactor
aiming at eachother disables visculling (no popping in gunfights)
more optimizations disabling a bunch of clientupdate() calls on invisible players
debug_camera disables playerculling
Added missing UDR opt script
Added UDR opt to boar, horse, chicken, wolf and bear
Moved UDR opt to separate script; added to player model and ragdoll
Added UDR opt to stag skin and ragdoll; other animals coming next
Fixed disappearing ragdolls
Double barrel shotgun sounds
adjusted the position of the support hand for the semi-auto rifle viewmodel
Dungeon light prefabs update - fixed conflict with LightEx
Military tunnel scene/prefab update
updates to shotgun & bolt vm anims, clip lengths, controllers