Beiträge von Adebar

    https://playrust.com/devblog-122/


    Changelog:


    Vm beancan animation updates
    Buckshot has slightly randomized velocity (no effect on damage, purely visual)
    Added more detailed logging to server side attack and projectile verification
    Improved server side melee and projectile line of sight verification
    Improved server side entity distance and position verification when attacked
    Improved server side weapon cooldown verification
    Fixed server lag being included in server side player desync calculation
    Fixed some situations that could cause “invalid projectile: Missing ID”
    Fixed projectiles sometimes being destroyed completely when penetrating an object
    Fixed code locks only being accessible from one side when attached to gates
    Fixed exploit that allowed floor stacking into floor frames by rotating walls
    Fixed being able to interact with objects while wounded
    New sounds for double barrel shotgun
    Improved performance for visible players and animals
    Added Player culling, 20-30% performance gains on populated servers
    Supply Signal drop zone has 20m random radius
    Removed garbage from Supply Drop loot table
    Supply Signals found less often
    Flamethrowers found less often
    Double barrel shotgun damage multiplier increased from 0.75 to 1.0
    Double barrel shotgun spread increased
    Double barrel refire rate decreased from 1.0 to 0.5

    http://playrust.com/devblog-121/


    Changelog:


    Full clothing and armor balancing pass (15% more body damage when fully geared)
    Protections from clothing and armor now add up (all slots required for max protection)
    Bleeding is displayed as total damage that will be applied over the bleeding duration
    Increased bleeding rate to 20 damage per minute (instead of barely any at all)
    Increased bleeding from weapons to 20% of the applied damage
    Revive takes 6 seconds to complete (holding down E)
    Cannot move while reviving
    Revive attempts delay player death
    Bandage and syringe no longer revive players
    Increased player wounded time (now 40-50 seconds)
    Reduced projectile radius of slugshot, buckshot, arrows and explosive rounds
    Increased headshot multiplier of throwables and arrows to 1.5 (from 1.25)
    Pressing R rotates placement guide of deployables and building blocks
    Server now verifies projectile path between checkpoints (anti hack)
    Projectiles can be picked up immediately after they hit something
    Combat log now correctly displays the last 30 entries
    Combat log now includes the ammo type
    Semi auto pistol now holds 10 rounds (from 8)
    Revolver now holds 8 rounds (from 6)
    Fixed semi auto pistol doing 39.99 damage instead of 40.00
    Fixed being unable to bandage other players
    Fixed feet hitboxes being outside of the collision bounds on wounded players
    Fixed rock box stacking exploits
    Fixed grenade viewmodel sometimes getting stuck in throwing animation
    Fixed layer toggle with no name in F1 tools
    Fixed player jump animation not playing
    Added hurt admin console command (takes amount of damage as parameter)
    Improved rendering performance again
    Improved player preview lighting; added anti-aliasing
    Fixed flow around player preview
    Fixed Hapis lake waves
    Fixed TSSAA flickering when switching items
    Fixed revz not defaulting to 1 when client cfg is missing
    Fixed rock/cliff texturing, female skin and other glitches introduced a couple of weeks ago
    Can sprint with crossbow again
    Halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, xbow
    More than halved crafting time for Explosives and Gunpowder
    Added Satchel Charge
    Fixed explosive rounds dealing double explosive damage
    Slightly increased cost of beancan grenades
    Reduced cost of C4 by 20%
    Armored door available at level 17
    Added XP earners for healing other players
    Removed Gathering diminishing xp from other players (more xp sooner)
    Shelves unlock at Level 5 + 80% cheaper
    Reduced metal cost of woodwire, metal barricades
    Reduced level requirements of wood, woodwire, metal barricades + spike trap
    Added Double Barrel Shotgun
    Autoturret health increased to 1000
    Autoturret damage increased 50%
    Autoturret protection from satchels/beancans increased 50%
    Loot tables for radtowns handcrafted and contain less junk
    Ammo stacks can be found in radtowns
    Max condition of items is shown as a red bar
    Fixed weapon viewmodels sometimes being partially see-through (exploit)

    v0.43b


    -Fixed max amount bonus from having stick or rock bag in inventory stacking up each time a saved game is loaded


    v0.43c


    -Toggling between autofill and manual placement for walls, floors and roofs is now done with a simple press of the “Craft” button (instead of hold), fixes issues with other trigger breaking the toggling such as drink trigger when building over a lake

    V0.43 changelog:


    Audio – added sounds to book opening on plane
    Audio – fixed timing of meat eating to fit new animation
    Fixed some structures not getting cut out of nav mesh correctly on loading save game
    Mutants will now attempt to eat food from drying racks, once there is no meat left they will destroy the rack
    Fixed some cases of enemies running somewhere when there was no path to the target
    Prevented animals from spawning inside player built structures
    Added new craftable item: Meds+. Craft with 1 marigold, 1 aloe and 1 coneflower, restores 100 health points
    Added new craftable item: EnergyMix+. Craft with 1 coneflower, 1 chicory and 1 aloe
    Fixed 2d filling cog not functioning properly in specific cases, i.e. upgrade recipe matching some ingredient with a recipe which currently has all its ingredient on the crafting mat but not valid amounts yet (like arrows & speed+ upgraded stick)
    Clamped garden plants scale to prevent it from ever going into negative
    Caves – Camping garbage added to cave 10 and 2
    It is no longer possible to be brought under terrain by the climbing down top of rope animation.
    It is no longer possible to use the top rope trigger to initiate rope climbing from below it, bottom trigger should be used instead. This prevents playing the climbing down rope animation when not effectively trying to climb down
    Fixed greebles switching from regular to snow when standing right on the edge in between
    New craftable item: Stick Bag. Combine 2 ropes, 3 cloth and 1 rabbit skin. Increases stick carry capacity by 10
    New craftable item: Rock Bag. Combine 3 ropes, 3 cloth and 3 rabbit skin. Increases rock carry capacity by 5
    Updated meds crafting page in survival book
    Fixed repair building trigger position not calculated properly, causing icon to possibly be inside the building depending on its orientation
    Moved shelter’s icon a little bit more outside structure
    Eating marigold now gives 5% fullness (same as other plants) and plays eating sound when used
    Increased cooked meat trigger size, should make it easier to target meat over the fuel fire trigger
    Unlit molotov thrown at lit fires now fuel it (but still doesn’t light unlit ones)
    Increased duration collapsed building pieces remain to 5s (from 2.5)
    Fixed collapsing foundation not releasing its logs individually and instead staying glued in oddly shaped chunks of several logs
    Improved look of Pine Tree Top Heavy – straighter trunk, removed lower branches.
    Fixed glowing mutant leader straps
    Fixed wrong uv’s on back of some magazines and pickups
    Fixed missing backfaces on dropped lizard and rabbit skin prefabs
    Caves – better collision on rockground rock type
    Caves – fixed holes in cave 6
    Fixed repetition of female head on stick art placed around the world
    Improved responsiveness of weapon when attacking while recovering from a swing
    It is no longer possible to place a defensive wall reinforcement on gate chunks
    (Multiplayer) Fixed fish trap resetting when there’s a fish trapped remotely
    (Multiplayer) Fish trap no longer syncs its sprung state, since fishes are local to each player it allows traps to catch fish on each player side independently. Resetting fish trap is still common to all players
    Fixed player collision getting stuck on enemies standing directly below player
    Life buoy now make sound when pushed and now float in water
    Player blood map seams fixed
    Fixed ghost roof default visual not centered and weirdly offset
    Fixed resetting fish trap not having a delay allowing currently caught fish to escape
    Fixed all types of maple trees not blowing up when within an explosion happening mid range from a player
    Fixed some tree/tent intersections
    Revamped procedural wall auto fill: in the same fashion as floors & roofs, walls now show a preview of the result of “auto fill” feature. By default it tries to guess what mode is desired and toggles between manual and auto fill depending on ghost touching terrain or a player made structure, holding the “Craft” button (C by default) allows to toggle between modes manually. After doing so it no longer switches mode automatically until a new wall is being made
    Placing a procedural wall on a foundation with floor will now cover the floor area instead of matching the foundation shape (so if foundations have an open side the ghost wall will cover that part as well instead of leaving it open, note that as all constructions it can be cancelled if not wanted)
    Now checking against existing wall chunks (or derivatives such as fences) when placing a ghost wall (or derivatives) and skip placing new chunks over existing chunks that share exact same position and size (for example, after autofilling a wall and cancelling a chunk, autofill can be used a second time to fill the gap without spawning doubled up wall chunks overlapping the existing ones)
    (Multiplayer) Fixed cave pre-placed fires not being lightable
    Better lod for sinkhole base lowest lod and matched to latest layout
    (Multiplayer) Fixed gamepad not having same restrictions as keyboard when using chat, causing issues such as allowing to double jump and possibly breaking all input
    Increased chance of enemies dodging thrown molotovs and other projectiles
    Enforcing trigger validation while paddling raft to ensure driver unlocking when landing
    Defensive wall gates are now considered dynamic buildings which doesn’t allow nesting other structures to it (not retroactive)
    Vertically snapping structures (like decorative skulls) can no longer be parented to dynamic buildings which do not allow it
    Timmy drawings can no longer be attached to dynamic buildings which do not allow it
    Fixed excessive distortion when damaging gardens
    Fixed logs thrown into the sinkhole staying floating mid air, they now properly go all the way down !
    Fixed screen sometimes shaking randomly when walking around the world
    Fixed meat clipping into player body while eating
    Fixed player crouch getting stuck sometimes when moving through shallow water
    (Multiplayer) Reduced some jerkiness in squirrel animation as client
    (Multiplayer) Fixed player slowly rotating to the side and ending upside down when using chat box while swimming
    (Multiplayer) Fixed flickering on back of tabloid magazine when viewing another player holding it
    Fixed player getting thrown up in the air if standing on top of an explosive
    Added screen distortion effect to plane tv screens when plane begins to crash
    (Multiplayer) Fixed game freezing when closing inventory after adding more items than shown using metal tray on the crafting mat (i.e. add metal tray and 40 leaves to crafting mat then close inventory without combining)
    (Multiplayer) Fixed (again)backpack overlay icon not showing up in world after dying in a cave
    Fixed lizards and other animals not falling from trees that are cut down
    Lizards will no longer try to climb trees that the player is chopping
    (Multiplayer) Fixed interaction distance with item holder trigger of sled being really short
    (Multiplayer) Fixed cutting stumps away from host not not blowing up
    New memory and performance optimizations added to pathfinding


    Quelle: http://survivetheforest.com/

    v0.42b


    -Fixed some bugs with regrow mode in multiplayer games that could cause regrown trees to vanish for client and be uncuttable for host in some cases
    -Fixed a case of player weapon getting stuck unable to swing during combat
    -Fixed player sometimes gliding when running up slopes and other objects


    v0.42c


    -Fixed some incorrect quality presets causing lower than expected performance on quality levels lower than highest

    V0.42 changelog


    Fixed limbs being difficult to chop from dead bodies
    Fixed birds sometimes flying in small circles
    Added additional particle effects to exploded enemies
    Enemies will now die when falling from a great height
    (Multiplayer) Floor/Roof hole cutter is now available ! Clients cannot cut holes in ironforest mode to prevent griefing
    Caves – fixed 2 holes in cave 2
    Fixed player head clipping through objects when doing downward axe chop
    Added missing rabbit fur cost for bed in survival book
    Fixed excessive random jitter sometimes occurring on floors after cutting holes
    Fixed deer sometimes standing on edges of cliffs
    Fixed survival book not mentioning rabbit fur cost of bed
    (Multiplayer) Fixed random object spawned at the location of metal tin tray for clients
    (Multiplayer) Fixed distortion of damaged procedural buildings
    New poisoned effect: when shot with poisoned arrows enemy movement is slowed and damage output is reduced for a short time
    Bigger structures that can’t be placed on houseboat floor can no longer be placed on its walls
    Fixed enemies sometimes able to kill players who are in downed state
    Killing enemies in trees should now cause them to fall to the ground
    Enemies should no longer get stuck running inside cannibal huts
    Log sled can now also be used for transportation of up to 58 sticks ! When sled is empty, hold a rock or stick to place the first and thus select the carried item type, after that the selected item can be added without needing to hold it first (like on regular holders)
    (Multiplayer) Fixed ghost tree structures loaded from a saved game not getting removed if tree is cut down
    (Multiplayer) Fixed remote player plastic torch flashing when they enter the game
    (Performance) Fake drop feature now re-uses existing instance whenever possible (only when used pickup is dynamic, otherwise we have to spawn a dynamic one), also fixes fake drop cleaning up decaying meat
    Fixed extremities of foundation’s floor not perfectly overlapping the area, eventually causing foundation to be visible on the sides, also fixes some weirdness with holes on sides of floors and roofs not perfectly conforming with hole area. Might have an impact on look of previously made buildings/holes
    Added new cheat code: “woodpaste”. Can be used to reset floor & roof holes in a saved game. Cheat works once when game is started then gets reset when going back to title screen. Does nothing for MP clients
    Shortened minimum stairs locking length down to the minimum technically possible length with current formula
    Downwards stairs (place first point up then aim down) now skips the platform part on the first chunk if locked shorter than the regular minimum length
    Deadfall, HB, swinging rock, noose, rabbit and fish traps now cost one stick to reset
    Ghost foundations can now be snapped back at first locked point regardless of what height is currently aimed at
    Enemies will now attempt to jump up onto structures built low to the ground to get to the player
    (Multiplayer) Fixed client not seeing host climb rope animation, if loading a save game with no weapon equipped
    Added new cheat code: type: regrowmode in title scene to activate/deactivate. When enabled 10% of cut down trees will grow back each night the player sleeps, For multiplayer games this needs to be enabled by host to have an effect on game. Only stumps will regrow into trees, so if you want trees cleared in some areas, for example inside your base, be sure to remove the stumps!
    (Multiplayer) Fixed syncing of iron forest mode so clients no longer run distortion logic when it’s enabled, which could cause clients to see highly distorted structures that will never be destroyed
    New art added: pamphlet
    When a bush is burning, its remaining berries are now removed
    (Multiplayer) Stalagmite destruction is now synced to nearby players
    Improved enemy pathfinding around villages and firepits
    Fixed jumping axe attacks sometimes not registering hits on enemies
    Regular enemies will interact more with dynamic objects in the environment
    It is no longer possible to place items such as bomb when in range of an interacting trigger (such as save trigger from shelters) to avoid blowing yourself up when trying to save with C whilst also holding a bomb.
    Fixed gap between roofs and walls
    Added ‘eat meat’ action to player when consuming cooked meat
    Fixed repaired fish trap turning into rabbit trap
    Fixed pause menu not visible on super wide monitors
    Now filtering out rocks from clearing system (used by ponds etc), preventing to end up with invisible collision like at the pond near the cannibal village
    Fixed lizard, crocodile and rabbit skin vanishing if player tried to pick them up whilst already carrying max amount. Dynamic version will now drop in it’s place
    Fixed mud spawning underwater after rain
    Burnt headless bodies now stipple in
    Fixed cave waterfalls missing flowing water effect making them dark/hard to see
    Improved raft buoyancy settings, should prevent it from not properly unlocking driver when leaving water
    Fixed tortoises not dropping heads
    Fixed tortoises not dying when set on fire
    (Multiplayer) Fixed distant cut down trees not refreshed and showing billboard when late joining a game or joining a saved game
    Fixed a bug when loading a saved game without owning plane axe preventing inventory system from functioning, notably causing both inventory and book to be impossible to open
    Added generic protection against inventory initialization failure, game should keep working even if something goes wrong in there
    (Audio) Fixed some environment SFX (like waterfalls) not working after loading a saved game
    Added information about poison arrows to survival book
    (Multiplayer) Fixed survival book on other players not using correct texture for front of book
    Roof hole cutter now allows cutting several holes aligned with each other without completely cutting the roof in between holes
    Fixed elephant leaf plant billboard turning off too soon
    Fixed bird on hand not motion blurring correctly
    (Multiplayer) Fixed bird on hand not appearing on other players
    Light molotov tutorial now gets hidden when opening inventory or book
    (Multiplayer) Fixed bow not being drawn back on other players
    Upgrade recipes now show the 2d filling cog when there’s at least 2 different ingredients on the mat
    Fixed small crafting ingredient (such as teeth) below crafting cog not reachable when crafting cog is hidden
    (Multiplayer) Fixed enemies tending to target host more than clients
    (Multiplayer) Fixed client unable to remove tree stumps when far away from host
    (Multiplayer) Fixed sky lightning getting stuck visible for clients when host is in snow biome and client isn’t
    Fixed FPS lowering when survival book was opend


    Quelle: http://survivetheforest.com/

    https://playrust.com/devblog-120/


    Changelog:


    Vm grenade anim updates
    Fixed TSSAA related dark screen bug on OSX/GL
    Improved graphics performance again
    Added server side combat log (access with combatlog console command)
    Reduced max projectile damage falloff over distance
    Increased projectile damage falloff distance
    Increased effective distance, projectile velocity and damage of semi auto rifle
    Spears use arrow damage type when thrown
    Removed bullet damage type from all throwables
    Throwables now use their own damage multipliers
    Twig building tier takes damage from arrows again
    Thrown items lose condition on impact and break when their condition reaches zero
    Thrown items no longer randomly break and disappear
    Grenades stack to 5
    Grenades can be dropped with right click
    When looking at constructions, right click attaches grenades to them
    Grenades don’t do splash damage to constructions when attached
    Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
    Improved skinned mesh collider performance
    Fixed being able to build bridges with picture frames
    Benchmark scenes force deterministic RNG results

    http://www.youtube.com/watch?v=JRYl8iznKvc#ws


    Current Version: v245.99


    - Fixed an issue with Industrial Grinders. Recommend all player-hosted servers update asap. Requires Server Update.


    v245.989


    - Gate Frames are no longer considered foundation/resource-blockers (and can not be built within range of enemy Foundations).
    - You can launch an autodestroy enabled server with "?OnlyAutoDestroyCoreStructures=true" to prevent any non-core/non-foundation structures from autodestroying (however they'll still get autodestroyed if a floor that they're on gets autodestroyed, of course). Official PvE Servers now use this option.
    - Fixed an exploit that allowed phasing through walls.
    - Fixed a turret avoidance exploit.
    - The following structures can no longer be built within range of enemy foundations:
    Large Storage Box
    Storage Box
    Bookshelf
    Wardrums
    Wooden Cage
    Wooden Bench
    Wooden Chair
    Cooking
    Air Conditioner
    Lamp Post
    Omnidirectional
    Feeding Trough
    Preserving Bin
    All Flags
    Compost Bin


    v245.988


    * Fixed issue where "FastDecayUnsnappedCoreStructures" was affecting Tree Platforms.


    v245.987


    * Updated Primitive+, fixing numerous issues! May require Server update to retain compatibility with clients! Requires Server Update.
    * Changed Pillars back to the low-prevention radius they previously had.
    * New server option: "?FastDecayUnsnappedCoreStructures=true", which will decay unsnapped foundations/pillars at 5x speed.
    * Note: All official PvE servers now have "-AutoDestroyStructures", to automatically demolish old structures, and "?FastDecayUnsnappedCoreStructures=true". Official PvP servers only do this on Pillars, using "?OnlyDecayUnsnappedCoreStructures=true".


    v245.986


    * Fixed cases where you could get stuck in world geometry after being pushed by Dinos. Requires Server Update.
    * Fixed another case of Dinos falling thru Floors. Requires Server Update.
    * Pillars now extend resource/respawn prevention radius as far out as foundations. Requires Server Update.
    * New server option: ?OnlyDecayUnsnappedCoreStructures=true
    If set, only unsnapped core structures will decay. Useful for eliminating lone pillar/foundation spam on PvP Servers.
    * On August 22nd, we will be enabling Auto Destruction of any decayed (demolishable) PvE structures on all Official Servers. They will at that time be auto-destroyed if they are publicly demolishable. Also, at that time, all old lone (unsnapped) pillars & foundations will be cleared from Official PvP servers



    v245.98


    * Fixed networking issue associated with 'flickering' / 'detached' Mounted Dinos. Requires Server Update.


    v245.97


    * Fixed getting stuck on rocks/geometry when pushed by Dinos. Improvements to Dinos & Bodies falling thru Floors. Requires Server Update.


    v245.96


    * Fixed character Ragdolls falling through the ground when dying. Requires Server Update.


    v245.95


    * NVIDIA ANSEL support! How do we actually enable it however? Details shortly! (launch the game with -allowansel and then press Alt-F2 during singleplayer gameplay, but there's something else too). You can generate cool screenshots like this, even super-rez and stereoscopic 3D / VR-ready: {LINK ENTFERNT}
    * Fixed Sky rendering in VR mode
    * Fishing Rod can only be crafted 3 times from a Blueprint and can not be repaired, but Fishing Rod loot quality scale increased by 20%! Fishing is also less likely to yield rare resources. Requires server update.
    * Fixed bug with Scuba Tank durability decreasing too quickly on long-running servers. Requires server update.
    * New Dev Kit Hooks: Mods can now Remove engrams from the game, as well as append additional Dinosaur spawns without having to completely override the Dinosaur spawn entries. Requires server update.
    * TheCenter: Disabled jumping-puzzle reward loot for the time being.


    v245.94


    Unversioned Hotfix: Re-added SteamCMD.exe for dedicated server mod management using "-automanagedmods" commandline
    * Reintegrated core VR support for retail Oculus unit! Details here:
    http://steamcommunity.com/app/…ons/0/353915847942807512/


    v245.93


    * Added "Wild Only" targeting setting for turrets. Requires Server Update.


    v245.92


    * Fixed a crash that would occur with the Industrial Grinder. Requires Server Update.


    v245.9


    * Added optional launch command for severs to disable non-meat Fish Loot: -nofishloot Requires server update.
    * Clamped Fishing Rod Effectiveness to 600%. Requires server update.
    * Industrial Grinder now yields up to 100 items of a type per grind (rather than 50). Requires server update.
    * Fixed client-side memory stomp crash (W+F bug)


    v245.8


    * Fixed Allosaurus spawning too close to bases. Requires server update.
    * Fixed harvesting issue (inability to harvest). Requires server update.


    v245.7


    * Fixed various issues reported on TheCenter, and further optimized. Requires Server Update.
    * Rebalanced Fishing Rod loot table & scaling. Requires Server Update.
    * Made Carnivores not insta-harvest creatures that they kill, except for the Pelagornis and Beezlebufo as appropriate. Requires Server Update.


    v245.6


    * Fixed an issue with inability to harvest repeatedly when holding the attack button on a melee weapon. Requires server update.


    v245.5


    * Fixed multiple-melee-attack bug with melee-weapons
    * Made Carnivore insta-harvest take the death-inventory of the victim as well (provided the Carnivore has Collect Victim Items enabled and sufficient Inventory Weight).



    v245.4


    * Fixed inability to Fish. Requires Server Update.


    v245.3


    * Fixed & Improved Ragdoll Networked (requires Server And Client update). Also re-enabled Ragdoll Death Impulse.
    * Removed Fishing Rod Blueprint from Fish Loot Table and decreased Fish Loot Table Qualtiy by 33%, as well as marking certain Fish Loot Table Items to only occur at high-quality.
    * Land Dinos can now do movement-blocking attacks while in Water again (Scorpion etc), but not when Falling anymore ;)
    * Fixed potential memory corruption
    * Made Beezlebufo's 5x bug damage multiplier apply to Dragonflies as well (was always supposed to)


    v245.2


    Unversioned Hotfix: Fixed Primitive+ Storage Boxes not appearing. Requires Server and Client Update, please update accordingly!
    * Fixed issue with Tamed Pelagnornis disappearing. Requires server update!


    v245.1


    * Fixed a server crash associated with Fishing
    * Fixed issue where carried Dinosaurs couldn't attack
    * Fixed a server performance issue


    v245.0


    -TheCenter mega-update! (New Biomes, New Islands, New Caves & Creature Spawns, etc)
    - New Official Total Conversion: Primitive+, optimized, 'completed', and packaged as Free DLC
    - New Creature: Pelagornis!
    - New Creature: Allosaurus!
    - New Item: Fishing Rod + Fishing Mechanic!
    - New Structure: Industrial Grinder: grinds items into a portion of their crafting resources, converts resources into simpler resources
    - New Structure: Spiral Staircase (Stone/Wood/Metal)
    - New Mechanic: Optional Hitmarkers for ranged attacks (server can toggle them, as well as client if the server allows it). Default enabled, "?AllowHitMarkers=false" to disable. Also, server crosshair is now enabled by default, "?ServerCrosshair=false" to disable. There are now client options to disable these effects locally as well.
    - Building Attack/Destruction TribeLogs
    - UI Option to colorize item name texts based on quality level.
    - Offline Raid Protection mode now disables PIN Locking, and Structures in Caves no longer get ORP.

    https://playrust.com/devblog-119/


    Changelog:


    Melee weapons now hit centre of the screen again
    Pickaxe viewmodel is now the right way round
    Longer crossbow deploy
    Fixed patrol helicopter guns not doing any damage to building blocks
    Added arrow damage type (so armor can specify separate protection values)
    Structures no longer take any damage from arrows
    Cupboards no longer require a huge distance from walls on placement
    Cupboards can no longer be placed on foundation stairs (exploit fix)
    Projectile velocity is no longer randomised (no longer causes random damage)
    Projectile damage falls off linearly with distance (after initial max damage distance)
    Fixed exception when shooting head protective gear that’s fully broken
    Reduced shotgun buckshot headshot damage multiplier
    Reduced crossbow headshot damage multiplier (now identical to bow)
    Fixed rocket LOS check false positives on some building parts
    Fixed missing bone ID of some animal skeleton bones (game manifest)
    Changed the assigned body parts of some lower body player bones (more accurate)
    Sprinting blocked while reloading Crossbow
    Crossbow deploy length extended
    Neck is no longer considered as a headshot
    Fixed helicopter loot crates being empty sometimes
    Crafting cost reduced for many melee weapons (mid/late game)
    High end weapons found slightly less often in radtowns (bolt/ak)
    Trash piles refresh their contents (and xp) more often
    Can no longer stuff random items into loot boxes to prevent them despawning
    Town sign cost decrease
    Crude oil will once again spawn from oil barrels
    Ceiling lights are cheaper and cast more light
    Lanterns/Ceiling lights use much less fuel
    Roadsign armour is more expensive (resources)
    Xp from barrels is only awarded if the destroyer is nearby (no more sniping barrels for xp)
    Small stash cost reduced to 10 cloth
    Sentry gun unlocks at level 18 instead of 24
    Lasersight unlocks at 24 instead of 25
    Wood doors much more vulnerable to explosives
    Resource providing ownership share increased to 50% (was 20%)
    Xp gain when another player kills an animal using your tool
    Doubled max XP for smashing barrels and finding loot crates (less falloff at higher levels)
    Increased gathering max xp by 50% ( less falloff at higher levels )
    Increased xp earn rate from others gathering wood/nodes
    Fixed black graphic distortion in dungeon tunnels
    Fixed some trees not using normal map properly
    Fixed revz missing name plates in OpenGL
    Reduced overall surface shader complexity
    Reduced water shader complexity
    Added new faster option for reflections (now default)
    Optimised bloom: now ~30% faster
    Optimised climate color grade LUT blending (5x faster)
    Now disabling climate LUT blend when color grading is off
    Optimised eye adaptation (2x faster)
    Default water quality now set to 1

    https://playrust.com/devblog-118/


    Changelog:


    New hitbox system (clothing no longer affects hitboxes)
    New weapon damage model (more predictable body damage multipliers)
    New projectile weapon hit detection (best-fit hit detection for reliable results)
    New clothing and armor protection system (less random protective properties)
    Animals now also use detailed hitboxes with damage multipliers
    3rd person pre-throw animations for rock and spears
    Fixed bug with eyeballs popping out when holding construction planner
    Large furnace no longer placable in water
    Fixed dropped weapons not changing ownership
    Fixed flamethrower particles bouncing around
    Small water catcher uses tap collider for +use (instead of entire object)
    No more double xp from breaking objects you have looted
    Added xp.reseteverything command for server owners to reroll characters
    Crossbow vm anim updates
    Fixed head clipping through Wolf Head Dress
    Fixed base design exploit that was immune to rocket damage
    Fixed rare cases where building could be blocked everywhere
    Fixed an exploit to place objects though rocks
    Fixed helicopter exploit using glass windows of monument buildings
    Fixed water purifier interaction issues on server restart
    Fixed rare AntiHack false positives from legacy code
    Fixed rare AntiHack projectile verification false positive
    Added server.branch convar (forces certain branch for connecting clients)
    Updated EAC

    Wie willst du den ohne Admintool Kontrollieren,ob jeder Spieler innerhalb des Radius ist bzw außerhalb des Radius,sollen die Schiris etwa jeden Busch-Tanne Kontrollieren?