branchrust_reboot/maincancel

30,511 Commits over 3,836 Days - 0.33cph!

8 Years Ago
Player model footsteps refresh their player reference when taken from the pool (fixes issue with pool.player_model enabled)
8 Years Ago
Disabled some new elements of player pooling to fix missing footsteps, weapon world model issues
8 Years Ago
Ran scene2prefab to fix missing materials
8 Years Ago
Added more rocks around lighthouse/ network ++
8 Years Ago
Guitar viewmodel worldmodel + LODS (now drops model instead of burlap sack) folder now setup in line with other items
8 Years Ago
Cherry picking 16743
8 Years Ago
Fixed water overbrightness due to background fog
8 Years Ago
Fixed underwater rendering
8 Years Ago
added gibs to the vending machine
8 Years Ago
changes to vending machine
8 Years Ago
Fix for RUST-1332 (1)
8 Years Ago
Compile fix
8 Years Ago
Added padding to environment volumes to fix tiny gaps when placed by hand
8 Years Ago
Merged lighthouse fixes from dungeon_art_3
8 Years Ago
Stricter flyhack detection (RUST-1320)
8 Years Ago
Fixed players appearing with wrong name tag (RUST-1331)
8 Years Ago
Added collider_capacity and renderer_capacity convars (limit the vertex count of collider and renderer batches)
8 Years Ago
Autoturret can now only hold 556 ammo instead of any item Erased all traces of the old garbage bone armor phrases/loot/manifest protocol++ merge into main
8 Years Ago
Merge from save135
8 Years Ago
double xp, giddy up
8 Years Ago
Fixed river overlap-related reflection issues (RUST-1330) Tweaked shore alpha fade water material params; touched relevant water shaders
8 Years Ago
Disabled water vis trigger for update/wipe; not server ready yet
8 Years Ago
flame turret with textures, materials, gibs, col, prefab etc
8 Years Ago
Fixed water-related DX9 half screen darkening issues across all gpu models (RUST-1322) Fixed DX9 broken motion blur on AMD R9 (possibly others) Fixed DX9 broken water reflections on AMD R9 (possibly others)
8 Years Ago
Fixed server compilation
8 Years Ago
Fixed water vis trigger handling non player objects + potential timestamp collision
8 Years Ago
Prefab auto-update
8 Years Ago
Netgraph can only be used by admins and developers (RUST-1327)
8 Years Ago
Fixed potential NRE in FootstepEffects
8 Years Ago
Fixed box collider of local player being enabled after respawn (forcing player in random directions)
8 Years Ago
Merge from dangerous_optimizations
8 Years Ago
Saved redundant fetch+sampler in a few water related passes More water displacement on slighly inclined terrain
8 Years Ago
Grabbed water vis fixes
8 Years Ago
Skip adding the CL entity name prefix if the game object name already contains it
8 Years Ago
Added foliage displacement debug (via terraintexturing)
8 Years Ago
Fixed unlit campfires hurting players after server restart
8 Years Ago
made a slight tweak to the semi-auto rifle's iron sight alignment
8 Years Ago
Fixed viewport resize breaking water when reflections are enabled
8 Years Ago
Network++
8 Years Ago
Stone gate gibs are no longer the incorrect wood gate ones
8 Years Ago
Optimized BaseEntityChild.Setup
8 Years Ago
Updated BuildingTest.sav (now also contains building stability)
8 Years Ago
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
8 Years Ago
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
8 Years Ago
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates) Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
8 Years Ago
Added refresh_stability debug console command
8 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
8 Years Ago
Added tint to water caustics
8 Years Ago
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8 Years Ago
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