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Changes

What’s changed on Rust in each patch.

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Features

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    Added more detailed logging to server side attack and projectile verification
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    Added Player culling, 20-30% performance gains on populated servers
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Improvements

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    Vm beancan animation updates
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    Buckshot has slightly randomized velocity (no effect on damage, purely visual)
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    Improved server side melee and projectile line of sight verification
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    Improved server side entity distance and position verification when attacked
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    Improved server side weapon cooldown verification
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    New sounds for double barrel shotgun
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    Improved performance for visible players and animals
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    Supply Signal drop zone has 20m random radius
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    Supply Signals found less often
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    Flamethrowers found less often
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    Double barrel shotgun damage multiplier increased from 0.75 to 1.0
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    Double barrel shotgun spread increased
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    Double barrel refire rate decreased from 1.0 to 0.5
handyman

Fixed

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    Fixed server lag being included in server side player desync calculation
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    Fixed some situations that could cause “invalid projectile: Missing ID”
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    Fixed projectiles sometimes being destroyed completely when penetrating an object
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    Fixed code locks only being accessible from one side when attached to gates
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    Fixed exploit that allowed floor stacking into floor frames by rotating walls
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    Fixed being able to interact with objects while wounded
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Removed

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    Removed garbage from Supply Drop loot table
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Features

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    Added hurt admin console command (takes amount of damage as parameter)
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    Improved player preview lighting; added anti-aliasing
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    Added Satchel Charge
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    Added XP earners for healing other players
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    Added Double Barrel Shotgun
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Improvements

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    Full clothing and armor balancing pass (15% more body damage when fully geared)
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    Protections from clothing and armor now add up (all slots required for max protection)
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    Bleeding is displayed as total damage that will be applied over the bleeding duration
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    Increased bleeding rate to 20 damage per minute (instead of barely any at all)
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    Increased bleeding from weapons to 20% of the applied damage
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    Revive takes 6 seconds to complete (holding down E)
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    Cannot move while reviving
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    Revive attempts delay player death
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    Bandage and syringe no longer revive players
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    Increased player wounded time (now 40-50 seconds)
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    Reduced projectile radius of slugshot, buckshot, arrows and explosive rounds
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    Increased headshot multiplier of throwables and arrows to 1.5 (from 1.25)
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    Pressing R rotates placement guide of deployables and building blocks
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    Server now verifies projectile path between checkpoints (anti hack)
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    Projectiles can be picked up immediately after they hit something
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    Combat log now correctly displays the last 30 entries
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    Combat log now includes the ammo type
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    Semi auto pistol now holds 10 rounds (from 8)
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    Revolver now holds 8 rounds (from 6)
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    Improved rendering performance again
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    Can sprint with crossbow again
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    Halved crafting time for ladder, bed, campfire, ceiling light, cupboard, bow, xbow
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    More than halved crafting time for Explosives and Gunpowder
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    Slightly increased cost of beancan grenades
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    Reduced cost of C4 by 20%
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    Armored door available at level 17
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    Shelves unlock at Level 5 + 80% cheaper
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    Reduced metal cost of woodwire, metal barricades
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    Reduced level requirements of wood, woodwire, metal barricades + spike trap
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    Autoturret health increased to 1000
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    Autoturret damage increased 50%
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    Autoturret protection from satchels/beancans increased 50%
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    Loot tables for radtowns handcrafted and contain less junk
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    Ammo stacks can be found in radtowns
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    Max condition of items is shown as a red bar
handyman

Fixed

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    Fixed semi auto pistol doing 39.99 damage instead of 40.00
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    Fixed being unable to bandage other players
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    Fixed feet hitboxes being outside of the collision bounds on wounded players
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    Fixed rock box stacking exploits
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    Fixed grenade viewmodel sometimes getting stuck in throwing animation
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    Fixed layer toggle with no name in F1 tools
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    Fixed player jump animation not playing
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    Fixed flow around player preview
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    Fixed Hapis lake waves
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    Fixed TSSAA flickering when switching items
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    Fixed revz not defaulting to 1 when client cfg is missing
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    Fixed rock/cliff texturing, female skin and other glitches introduced a couple of weeks ago
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    Fixed explosive rounds dealing double explosive damage
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    Fixed weapon viewmodels sometimes being partially see-through (exploit)
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Removed

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    Removed Gathering diminishing xp from other players (more xp sooner)
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Features

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    Added server side combat log (access with combatlog console command)
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Improvements

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    Vm grenade anim updates
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    Improved graphics performance again
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    Reduced max projectile damage falloff over distance
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    Increased projectile damage falloff distance
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    Increased effective distance, projectile velocity and damage of semi auto rifle
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    Spears use arrow damage type when thrown
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    Throwables now use their own damage multipliers
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    Twig building tier takes damage from arrows again
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    Thrown items lose condition on impact and break when their condition reaches zero
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    Thrown items no longer randomly break and disappear
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    Grenades stack to 5
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    Grenades can be dropped with right click
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    When looking at constructions, right click attaches grenades to them
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    Grenades don’t do splash damage to constructions when attached
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    Improved skinned mesh collider performance
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    Benchmark scenes force deterministic RNG results
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Fixed

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    Fixed TSSAA related dark screen bug on OSX/GL
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    Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
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    Fixed being able to build bridges with picture frames
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Removed

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    Removed bullet damage type from all throwables
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Features

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    Added arrow damage type (so armor can specify separate protection values)
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    Added new faster option for reflections (now default)
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Improvements

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    Melee weapons now hit centre of the screen again
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    Pickaxe viewmodel is now the right way round
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    Longer crossbow deploy
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    Structures no longer take any damage from arrows
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    Cupboards no longer require a huge distance from walls on placement
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    Cupboards can no longer be placed on foundation stairs (exploit fix)
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    Projectile velocity is no longer randomised (no longer causes random damage)
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    Projectile damage falls off linearly with distance (after initial max damage distance)
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    Reduced shotgun buckshot headshot damage multiplier
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    Reduced crossbow headshot damage multiplier (now identical to bow)
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    Changed the assigned body parts of some lower body player bones (more accurate)
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    Sprinting blocked while reloading Crossbow
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    Crossbow deploy length extended
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    Neck is no longer considered as a headshot
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    Crafting cost reduced for many melee weapons (mid/late game)
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    High end weapons found slightly less often in radtowns (bolt/ak)
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    Trash piles refresh their contents (and xp) more often
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    Can no longer stuff random items into loot boxes to prevent them despawning
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    Town sign cost decrease
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    Crude oil will once again spawn from oil barrels
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    Ceiling lights are cheaper and cast more light
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    Lanterns/Ceiling lights use much less fuel
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    Roadsign armour is more expensive (resources)
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    Xp from barrels is only awarded if the destroyer is nearby (no more sniping barrels for xp)
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    Small stash cost reduced to 10 cloth
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    Sentry gun unlocks at level 18 instead of 24
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    Lasersight unlocks at 24 instead of 25
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    Wood doors much more vulnerable to explosives
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    Resource providing ownership share increased to 50% (was 20%)
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    Xp gain when another player kills an animal using your tool
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    Doubled max XP for smashing barrels and finding loot crates (less falloff at higher levels)
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    Increased gathering max xp by 50% ( less falloff at higher levels )
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    Increased xp earn rate from others gathering wood/nodes
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    Reduced overall surface shader complexity
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    Reduced water shader complexity
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    Optimised bloom: now ~30% faster
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    Optimised climate color grade LUT blending (5x faster)
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    Now disabling climate LUT blend when color grading is off
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    Optimised eye adaptation (2x faster)
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    Default water quality now set to 1
handyman

Fixed

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    Fixed patrol helicopter guns not doing any damage to building blocks
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    Fixed exception when shooting head protective gear that’s fully broken
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    Fixed rocket LOS check false positives on some building parts
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    Fixed missing bone ID of some animal skeleton bones (game manifest)
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    Fixed helicopter loot crates being empty sometimes
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    Fixed black graphic distortion in dungeon tunnels
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    Fixed some trees not using normal map properly
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    Fixed revz missing name plates in OpenGL
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Features

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    Added xp.reseteverything command for server owners to reroll characters
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    Added server.branch convar (forces certain branch for connecting clients)
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Improvements

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    New hitbox system (clothing no longer affects hitboxes)
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    New weapon damage model (more predictable body damage multipliers)
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    New projectile weapon hit detection (best-fit hit detection for reliable results)
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    New clothing and armor protection system (less random protective properties)
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    Animals now also use detailed hitboxes with damage multipliers
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    3rd person pre-throw animations for rock and spears
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    Large furnace no longer placable in water
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    Small water catcher uses tap collider for +use (instead of entire object)
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    No more double xp from breaking objects you have looted
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    Crossbow vm anim updates
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    Updated EAC
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Fixed

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    Fixed bug with eyeballs popping out when holding construction planner
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    Fixed dropped weapons not changing ownership
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    Fixed flamethrower particles bouncing around
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    Fixed head clipping through Wolf Head Dress
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    Fixed base design exploit that was immune to rocket damage
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    Fixed rare cases where building could be blocked everywhere
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    Fixed an exploit to place objects though rocks
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    Fixed helicopter exploit using glass windows of monument buildings
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    Fixed water purifier interaction issues on server restart
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    Fixed rare AntiHack false positives from legacy code
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    Fixed rare AntiHack projectile verification false positive

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