userandrecancel
branchrust_reboot/maincancel

5,942 Commits over 4,018 Days - 0.06cph!

8 Years Ago
Shortened prefab name in print_prefabs
8 Years Ago
Enabled all player pooling functionality by default on 64bit systems (finally)
8 Years Ago
Fix tweak
8 Years Ago
Fixed ProjectileWeaponMod not setting limitNetworking after server load
8 Years Ago
Properly cull PropRenderer at runtime (memory usage, performance) Fixed IEditorComponent not being culled at all in client builds
8 Years Ago
Reverted accidentally included Rust.Data.csproj change
8 Years Ago
Merge from networking_fuckery_2 Network++
8 Years Ago
Fixed decor NRE with pool mode 2
8 Years Ago
Added some missing Profiler.EndSample in PlayerModel
8 Years Ago
Disabled graphics jobs
8 Years Ago
Enabled graphics jobs (testing)
9 Years Ago
More debugging convar stuff
9 Years Ago
Shot in the dark: Eliminated physics call from Camera.OnPreRender, toggle with ambientvolumes as well
9 Years Ago
Fixed player weapon hold type never being set
9 Years Ago
Added skyreflection and ambientvolumes debug convars
9 Years Ago
Spawn groups scale up their respawn rate with increasing player counts Added spawn.player_base convar (base player count from which on we will scale up the loot respawn rate) Added spawn.player_scale convar (how much to scale up the loot respawn rate with increasing player counts) Added spawn.scalars console command (displays the current spawn scaling parameters)
9 Years Ago
9 Years Ago
9 Years Ago
Fixed airfield monument crashing the world generation on some seeds
9 Years Ago
Added pooling support to renderer and collider batching
9 Years Ago
Added pooling for the conditional models of buildings
9 Years Ago
Added support for registering any game object as a prefab at runtime (so we can pool runtime-generated objects)
9 Years Ago
Pooling optimizations
9 Years Ago
Fixed chat scaling issue
9 Years Ago
Merge from prefab_pooling_2 (for testing, disabled by default)
9 Years Ago
Network++
9 Years Ago
Fixed ambient light adjustment inside player buildings being reversed
9 Years Ago
Deployable component is now prefab attribute (stripped from instances, reduced memory usage)
9 Years Ago
Only log building privilege warning if developer > 0
9 Years Ago
Hacked around UI canvas overhead on grass displacement camera
9 Years Ago
Correctly apply ambient multiplier at runtime
9 Years Ago
Only log gib warning if developer > 0 Reduced GC from gibs
9 Years Ago
Updated all CSProj pre and post build tasks to MSBuild syntax (platform agnostic)
9 Years Ago
Planner world model fix
9 Years Ago
Added new weapon mod world models to bundles Network++
9 Years Ago
Disabled pool.player_model by default for now Network++
9 Years Ago
Fixed NRE when sign is destroyed within RequestTextureUpdate delay
9 Years Ago
Fixed censorship cube update issues
9 Years Ago
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9 Years Ago
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9 Years Ago
Fixed locks not being networked properly
9 Years Ago
Merge from networking_fuckery
9 Years Ago
Fixed effect instantiates, console messages and console commands showing up as "GroupChange" in profiler
9 Years Ago
Entity find commands return both client and server entities in the editor
9 Years Ago
Fixed rare-ish infinite loop in SoundManager
9 Years Ago
Added parent to entity info Added find_parent command
9 Years Ago
Fixed error in entity find commands when group is null
9 Years Ago
Fixed possible NRE in entity find commands
9 Years Ago
Added entity debug commands to server build as well
9 Years Ago
Entities can opt out of the load balanced game object destruction (makes sense for held entities)