branchrust_reboot/maincancel

35,931 Commits over 4,352 Days - 0.34cph!

10 Years Ago
Deferred mesh decal rollback
10 Years Ago
playercull bugfix
10 Years Ago
protocol++
10 Years Ago
Optimized ragdoll update visibility bounds with distance-based update freq; moved to optimize animator
10 Years Ago
Server fix
10 Years Ago
Fixed terrain shadows
10 Years Ago
Merged back deferred mesh decals
10 Years Ago
Added biome tint mask property to rust/std and rust/std decal shaders
10 Years Ago
Nuked terrain dummy addpass
10 Years Ago
Added a few innocuous workarounds for glsl challenged drivers (glcore); touched relevant shaders
10 Years Ago
glsl workaround for rivers
10 Years Ago
Removed test code
10 Years Ago
Fixed players blur visible behind walls; affecting MB and TSSAA (RUST-1206)
10 Years Ago
Fixed several "Cannot play disabled audio source" warnings
10 Years Ago
Enabled sound pooling by default on 64bit systems
10 Years Ago
Fixed stretched river flows in hapis island (RUST-1036)
10 Years Ago
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
10 Years Ago
10 Years Ago
Entity flag cleanup
10 Years Ago
Added pooling support to storage containers and doors
10 Years Ago
Deprecated TerrainPaint script
10 Years Ago
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
10 Years Ago
Improved skin brdf sss quality by fixing omission; touched relevant shaders
10 Years Ago
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
10 Years Ago
Fixed missing building block placeholder mesh on pooled building blocks
10 Years Ago
Added maxreceivetime convars for pool testing
10 Years Ago
Load balanced destruction of all client side combat entities
10 Years Ago
Server compile fix
10 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
10 Years Ago
tightened up the animations on the LR300 reload / deploy added a new reload animation for LR300 tweaked the sights on the LR300 so they sit lower and line up better
10 Years Ago
Some changes for more accurate profiling
10 Years Ago
Deferred entity destruction tweaks
10 Years Ago
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber) Cleaned up shader code, paving the way for upcoming hair shader Nuked deferred reflections shader
10 Years Ago
Building entities have higher destruction priority than other entities during deferred destruction
10 Years Ago
Building block skin pooling is also load balanced
10 Years Ago
10 Years Ago
10 Years Ago
merge into main
10 Years Ago
can pick up sleeping bags and re place them phrases
10 Years Ago
bed pickup disabled/NRE Fixed protocol++
10 Years Ago
Fixed server duplicate key exception
10 Years Ago
tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists tweaked the lr300 reload animations
10 Years Ago
10 Years Ago
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10 Years Ago
Entity destruction priority fix
10 Years Ago
Merge from cs16176 damage control branch
10 Years Ago
Only initialize door animators if required when leaving the pool
10 Years Ago
Fixed onInventoryChanged event being called for every player Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
10 Years Ago
Merge from player_pooling (disabled by default)
10 Years Ago
Fixed onInventoryChanged event being called every time a shot is fired