branchrust_reboot/maincancel

34,576 Commits over 4,232 Days - 0.34cph!

10 Years Ago
LOS exploit fixes
10 Years Ago
Fixed water simulation precision issue problem causing seams in shore blend (GLCore only)
10 Years Ago
Set quarry / pumpjack child entity bounds
10 Years Ago
Renamed convert depth shader (revz) to avoid potential name collision
10 Years Ago
Formatting
10 Years Ago
TextTable improvements
10 Years Ago
10 Years Ago
Fixed revz unable to see players name plate (RUST-884)
10 Years Ago
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10 Years Ago
Added decay to sleeping bags, tool cupboards, barricades and traps Network++
10 Years Ago
Fixed rare UI NoticeArea error when broadcasting RefreshValue
10 Years Ago
Fixed Player animation twitches when holding (RUST-901)
10 Years Ago
Added loot console command (for testing, editor-only) Fixed another LOS exploit
10 Years Ago
Fixed exploit to disable gunshot sounds
10 Years Ago
Added decay.tick server startup parameter (specifies decay tick interval)
10 Years Ago
Fixed estimated player velocity being extremely inaccurate during server lag (RUST-895) Update view angles + eye position in FinalizeTick (less overhead when spammed with player ticks) AntiHack tweaks
10 Years Ago
10 Years Ago
tweaked the 3rd person pickaxe animations so it doesnt clip into the player
10 Years Ago
Tool cupboards can be repaired
10 Years Ago
10 Years Ago
Slight modifications to rust/std cginc base to allow single file rust/std shader; easier to read and make new shaders Switched StandardWithDecal shader to rust/std (fix for RUST-900) Fixed revz sign/canvas painting
10 Years Ago
Packed grass code back into Nature/Grass Packed wire code back into Custom/Wire Deleted deprecated files; updated grass and cable materials Fixed revz grass black ambient when LOD<300 Fixed revz sign black ambient when LOD<300
10 Years Ago
Packed Rust/StandardSkin shader into single file Removed experimental viewmodel shadow code; no longer needed/relevant due to revz Removed meta pass (dynamic gi) from all shaders; we'll probably never use it, less code to look at, less time compiling shaders
10 Years Ago
Fixed revz dev* shaders; grey boxes now visible
10 Years Ago
changed the animal prefabs so that their animators do not cull.
10 Years Ago
Switched Horse hair materials to Rust/Standard spec (fix for RUST-896 and possibly RUST-846) Deleted half-assed standard-hair shader Replaced horse LOD3 with the proper mesh Fixed scope shader not compiling on some weird platform
10 Years Ago
Detail layer in rust/std now disabled by default
10 Years Ago
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10 Years Ago
More detailed hit stat tracking
10 Years Ago
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10 Years Ago
fixed snapping on rock idle player anim
10 Years Ago
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10 Years Ago
Fix for BR spectator cam (hopefully)
10 Years Ago
Server compile fix (cc diogo)
10 Years Ago
Reverted tiny FinalizeTick change from earlier this week
10 Years Ago
Fixed violations not ticking down when AFK
10 Years Ago
Include desync / lag in projectile verification
10 Years Ago
Fixed projector multiply decal shader compilation errors Nuked image outline shader; wasn't compiling / up-to-date
10 Years Ago
Projectile entity distance verification takes entity speed into account instead of always assuming the worst-case (i.e. helicopter)
10 Years Ago
Fixed revz loading in DX9 broken (RUST-907) Cleaned up reverse depth code a bit
10 Years Ago
Warn when physics buffers get too small
10 Years Ago
Increased physics buffer size
10 Years Ago
Fixed water going nuts after alt+enter Fixed water foam disappearing/reappearing after alt+enter Increased water smoothness a bit
10 Years Ago
Fixed SavasIsland tier 1 loot crate
10 Years Ago
Fixed alt+enter crash
10 Years Ago
Made some logs more detailed to provide more info for server owners Added projectile_desync convar (specifies max allowed client desync before projectiles are ignored)
10 Years Ago
Fixed entity leak at world origin that could lead to huge performance drops / server join times (RUST-749, RUST-776, RUST-909)
10 Years Ago
Fixed revz FX/pixelate (censor) shader + a few others
10 Years Ago
Fix for RUST-911
9 Years Ago
Water Desalinator normal map rebake to be synched with low mesh