userandererandrecancel

12,290 Commits over 3,653 Days - 0.14cph!

8 Years Ago
Added floor frame socket type Removed pillar and block sockets from floor frame building block
8 Years Ago
Merge from main
8 Years Ago
Merge from stability-serialization
8 Years Ago
Fixed potential stability refresh close-to-infinite loop when loading old savegames
8 Years Ago
Fixed issue that prevented server savegames from loading in the editor
8 Years Ago
Merge from main
8 Years Ago
ProjectVersion
8 Years Ago
Fix for RUST-557
8 Years Ago
Merge from physics_updates
8 Years Ago
Allocation-free overlap physics queries SocketMod_EntityCheck uses entity vis class GamePhysics.Trace no longer tries to early-reject with a raycast (since TraceAll is now allocation-free) Better trigger handling in AntiHack
8 Years Ago
Stopped burlap sacks from rolling around and generally being annoying as fuck
8 Years Ago
Mushrooms and hemp use load balanced LOD system Tweaked collectable LOD ranges
8 Years Ago
Fixed invisible wood / stone / ore collectables (these need a proper model)
8 Years Ago
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
8 Years Ago
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
8 Years Ago
Wall frame building shell protection
8 Years Ago
Foundation deploy volume update for RUST-457
8 Years Ago
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
8 Years Ago
Increased sleeping bag nobuild volume height
8 Years Ago
Got rid of legacy sleeping bag prefab
8 Years Ago
Tightened allwed ground deployment angle of shelves
8 Years Ago
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
8 Years Ago
Fence protection properties (currently defined per-entity which is a bit meh) Fence prefab updates (projectile passthrough, impact effects)
8 Years Ago
Merge from main
8 Years Ago
LOD, batching and culling tweaks and fixes
8 Years Ago
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8 Years Ago
Ripped out the old conditional model system (refresh / process queues, building block extension) Disabled ModelConditionTest_Sphere globally (deprecated) Implemented conditional model system 2.0 baseline (managed by ConstructionSkin)
8 Years Ago
Added lodgrid convar (editor-only, pauses LODing if false)
8 Years Ago
Mesh batching for static quarry and pumpjack
8 Years Ago
Added frame construction socket type Updated wall frame / double door prefab sockets Fixed prefab ID on metal double door
8 Years Ago
Manifest (cc paroxum)
8 Years Ago
Added tags to wall.frame prefab (though these are optional... I think)
8 Years Ago
Made player movement more direct
8 Years Ago
Batching vertex count / submesh cutoff is adjustable via convars
8 Years Ago
Added refresh_colliders and refresh_renderers console commands
8 Years Ago
Added automatic mesh splitting to collider batching
8 Years Ago
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
8 Years Ago
Branch
8 Years Ago
13066 rollback
8 Years Ago
Entity stability values are now saved and loaded Stability warmup is much faster (and almost free if values have been saved) Stability refresh is faster (terminates after less iterations) All stability parameters can now be adjusted by admins Stability distance from ground is displayed in the editor
8 Years Ago
Sign exploit fixes
8 Years Ago
Roofs can no longer be placed downwards Reduced roof max placement distance
8 Years Ago
Refresh batched building mesh when rotating building parts
8 Years Ago
GamePhysics now uses the new allocation-free physics API
8 Years Ago
BuildingBlock protobuf update (backward compatibility)
8 Years Ago
SphereEntity for bawng
8 Years Ago
Entity spawn test console command (entity.create)
8 Years Ago
StabilityEntity protobuf stores distance from ground
8 Years Ago
StabilityEntity protobuf stability value is optional (backward compatibility)
8 Years Ago
StabilityEntity saves and loads cached stability value