branchrust_reboot/maincancel

34,489 Commits over 4,232 Days - 0.34cph!

10 Years Ago
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
10 Years Ago
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow) Network++ (dev servers might warn when loading a save, but no forced wipe)
10 Years Ago
Fishtrap models, LODs, COL, Gibs and textures Icon update, prefab update
10 Years Ago
Updated the fishtrap size (-25%)
10 Years Ago
Fix rain surface ambience not playing
10 Years Ago
remove debug.log calls
10 Years Ago
pivot orientation was reset on fishtrap gibs
10 Years Ago
fixed looking into fishtrap resetting timer fishtrap traps faster
10 Years Ago
re-added censorship
10 Years Ago
added footstep sounds to all the sprint animations
10 Years Ago
damn it..
10 Years Ago
fixed bug with players popping from stand up --> sleeping pose as soon as you walked close to them (the animator was disabled)
10 Years Ago
fixed sleeping orientation so it aligns with terrain better
10 Years Ago
tweak the playback speed for some animations
10 Years Ago
fixed the player_model to use the proper animation controller
10 Years Ago
Fixed viewmodels spazzing out for one frame when deployed
10 Years Ago
RUST-856, maybe
10 Years Ago
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
10 Years Ago
mix tweaks
10 Years Ago
Added rust/stdwire shader to replace custom/wire; powerline cables now cast shadows Removed deprecated conditional defines
10 Years Ago
Quick cloud fix for outdated AMD firepro drivers on glcore/windows
10 Years Ago
Removed unused file
9 Years Ago
Matched bone scaling to what it was pre-patch
9 Years Ago
Water well deployable files (models, LODs, COLs, Animation)
9 Years Ago
Water desalinator deployable files (models, LODs, COLs,Gibs)
9 Years Ago
Missing gibs for the water well - prefab update
9 Years Ago
loot through walls/flame spawn fix
9 Years Ago
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions) Fixed plants skipping their dying skin when exceeding their max number of seasons
9 Years Ago
Plant skins use prefab pooling Plants can specify whether or not to switch to the dying state when harvested for the last time
9 Years Ago
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
9 Years Ago
Plant server convars actually do what they claim to do
9 Years Ago
Fixed plant planting and harvesting particle effect rotations
9 Years Ago
Added hemp seeds and hemp farming Network++
9 Years Ago
Merge from decay_reboot Network++
9 Years Ago
Compile fix
9 Years Ago
Fixed plant skins missing from asset bundles
9 Years Ago
Wild corn & pumpkins always spawn next to rivers
9 Years Ago
Reduced driftwood density
9 Years Ago
Dialed back hemp tint randomization
9 Years Ago
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
9 Years Ago
Tightened valid cupboard deployment angle
9 Years Ago
Lanterns can be placed on top of other deployables again (RUST-823)
9 Years Ago
Fixed world models / ragdolls ignoring cave triggers
9 Years Ago
Fixed server projectiles (i.e. rockets) ignoring cave triggers
9 Years Ago
Vis.Colliders handles terrain triggers
9 Years Ago
Fixed turret LOS check ignoring cave triggers
9 Years Ago
Added prevent movement physics layer (similar to prevent building, just for movement)
9 Years Ago
instahit fix can no longer codelock fish traps ( wow )
9 Years Ago
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9 Years Ago
Prevent movement layer is included in AntiHack checks