branchrust_reboot/maincancel

31,219 Commits over 3,928 Days - 0.33cph!

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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8 Years Ago
Wetter shore wetness
8 Years Ago
Fixed tree whiteness caused by homogeneous specular on material; now saturates properly Rust/speedtree shaders: optimized by adding extra keyword to skip spec map in rust/speedtree shaders; assumed black (no spec, no transmission) if missing Rust/speedtree shaders: changed spec rgb to mono specularity; now R channel in spec trans map Added keywordutil
8 Years Ago
Fixed AMD R9 water darkening half screen in DX9
8 Years Ago
Fixed not gathering river colliders
8 Years Ago
Merged water visibility triggers
8 Years Ago
tweaked iron sights on a bunch of weapons
8 Years Ago
Optimized terrain carving triggers (better projectile and player culling performance)
8 Years Ago
Added log when server is fully started
8 Years Ago
Sticky gizmos for deferred decals
8 Years Ago
Coarse slope blur all channels for now
8 Years Ago
Fixed Rust/SeparableBlur
8 Years Ago
Removed building blocked chat message when trying to place while placement guide is red Fixed code lock placement guide not being shown as red when in unauthorized cupboard
8 Years Ago
Network++
8 Years Ago
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8 Years Ago
Workaround for ssao/blur shader opengl compilation error
8 Years Ago
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
8 Years Ago
Fix for near/viewmodel ssao color bleeding
8 Years Ago
protocol++
8 Years Ago
Fixed water system perf on riverless maps
8 Years Ago
Foliage displacement code cleanup Minor foliage displacement optimizations
8 Years Ago
Enabled ssao fade params for viewmodel occlusion; just needs tweaks and bleeding fix
8 Years Ago
Quick optimization for OBB.Contains
8 Years Ago
SSAO texture format error to warning
8 Years Ago
Fixed server ssao texture format error; now detecting null device
8 Years Ago
Fixed profiler sample mismatch introduced with 16568 (spamming when looking at terrain)
8 Years Ago
Added foliage displacement trails to players
8 Years Ago
Unified DecalDictionary and ParticleDictionary into EffectDictionary Added support for foliage displacement prints
8 Years Ago
Logging for RUST-1174
8 Years Ago
Building privilege is also checked at the construction placement position, not just at the player position
8 Years Ago
Added SSAO distance fade to far values; e.g. smaller radius in viewmodel
8 Years Ago
profile samples for GamePhysics rolled back to 5.4.0p1
8 Years Ago
Fixed foliage displace shader d3d11_9x compilation error
8 Years Ago
RustBuilder
8 Years Ago
Holding a hammer also enables the building blocked message
8 Years Ago
Building blocked message is only shown when in building mode
8 Years Ago
Attempt to fix gbuffer channel interference in decal shader
8 Years Ago
Fixed deferred decal shader writing roughness instead of smoothness (error on docs)
8 Years Ago
Changed decal/deferred-decal emission intensity property to hdr color value and fixed it not being applied Fixed
8 Years Ago
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
8 Years Ago
Optimized coarse height and slope map generation in standalone builds
8 Years Ago
Made terrain height and normal textures readable at runtime (required for coarse map generation)
8 Years Ago