userandrecancel
branchrust_reboot/maincancel

5,910 Commits over 3,867 Days - 0.06cph!

8 Years Ago
Experiment: Alternative to BroadcastMessage.OnParentDestroying
8 Years Ago
Enabled player mesh pooling by default on 64bit systems
8 Years Ago
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
8 Years Ago
Retired ItemIdentity (no longer used, removes a bunch of overhead) Fixed various issues with player model pooling (still disabled by default)
8 Years Ago
Reset lerp smoothing whenever entity lerping is snapped to the end point Initialize lerp start position whenever entity lerping is started
8 Years Ago
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
8 Years Ago
Reset entity position lerp curve when lerping is disabled
8 Years Ago
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
8 Years Ago
Fixed ore spawners in the military tunnel monument
8 Years Ago
8 Years Ago
Better solution
8 Years Ago
Fixed swimming being a pain in the ass in the military tunnels
8 Years Ago
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
8 Years Ago
Log tweak
8 Years Ago
Added two more projectile rejection cases to combat log Hit area in combat log is lower case
8 Years Ago
Merge from prerelease, hold on to your GPUs
8 Years Ago
Fixed fucked up variable name in FlameThrower.cs
8 Years Ago
Compile fix
8 Years Ago
Keep displayed and reported performance data separately Update FPS counter in menus as well (only exclude menu FPS from reported stats)
8 Years Ago
Better frame rate independence for fully automatic weapons
8 Years Ago
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
8 Years Ago
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
8 Years Ago
MeshReplacement and SkinSet also update the renderer root bone
8 Years Ago
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
8 Years Ago
Disabled pool.players by default again (more testing)
8 Years Ago
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
8 Years Ago
Eliminated hasEntityMenu computation from ClientInit (slow)
8 Years Ago
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
8 Years Ago
Enabled entity and player pooling by default on 64bit systems
8 Years Ago
ItemIcon NRE fix (for real)
8 Years Ago
ItemIcon NRE fix
8 Years Ago
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
8 Years Ago
Fixed onInventoryChanged event being called every time a shot is fired
8 Years Ago
Merge from player_pooling (disabled by default)
8 Years Ago
Fixed onInventoryChanged event being called for every player Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
8 Years Ago
Only initialize door animators if required when leaving the pool
8 Years Ago
Entity destruction priority fix
8 Years Ago
Fixed server duplicate key exception
8 Years Ago
8 Years Ago
8 Years Ago
Building block skin pooling is also load balanced
8 Years Ago
Building entities have higher destruction priority than other entities during deferred destruction
8 Years Ago
Deferred entity destruction tweaks
8 Years Ago
Some changes for more accurate profiling
8 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
8 Years Ago
Server compile fix
8 Years Ago
Load balanced destruction of all client side combat entities
8 Years Ago
Added maxreceivetime convars for pool testing
8 Years Ago
Fixed missing building block placeholder mesh on pooled building blocks
8 Years Ago
Added pooling support to storage containers and doors