userandrecancel
branchrust_reboot/maincancel

5,970 Commits over 4,383 Days - 0.06cph!

10 Years Ago
13066 rollback
10 Years Ago
Yield a frame from time to time during stability warmup (temp fix for Multiplay killing our process on startup)
10 Years Ago
Added automatic mesh splitting to collider batching
10 Years Ago
Added refresh_colliders and refresh_renderers console commands
10 Years Ago
Batching vertex count / submesh cutoff is adjustable via convars
10 Years Ago
Made player movement more direct
10 Years Ago
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10 Years Ago
LOD, batching and culling tweaks and fixes
10 Years Ago
Fence protection properties (currently defined per-entity which is a bit meh) Fence prefab updates (projectile passthrough, impact effects)
10 Years Ago
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
10 Years Ago
Tightened allwed ground deployment angle of shelves
10 Years Ago
Got rid of legacy sleeping bag prefab
10 Years Ago
Increased sleeping bag nobuild volume height
10 Years Ago
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
10 Years Ago
Foundation deploy volume update for RUST-457
10 Years Ago
Wall frame building shell protection
10 Years Ago
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
10 Years Ago
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
10 Years Ago
Fixed invisible wood / stone / ore collectables (these need a proper model)
10 Years Ago
Mushrooms and hemp use load balanced LOD system Tweaked collectable LOD ranges
10 Years Ago
Stopped burlap sacks from rolling around and generally being annoying as fuck
10 Years Ago
Merge from physics_updates
10 Years Ago
Fix for RUST-557
10 Years Ago
ProjectVersion
10 Years Ago
Merge from stability-serialization
10 Years Ago
Merge from prerelease Network++ Manifest
10 Years Ago
Added floor frame shell protection Balanced floor frame health (now identical to floors) Fixed floor frame insert layers (collider has to be on construction layer) Floor frame inserts can now be rotated by looking at different frame sides Floor frames themselves can no longer be rotated
10 Years Ago
Fixed floor frame overlapping exploit
10 Years Ago
Fixed potential signage NRE when database was deleted
10 Years Ago
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
10 Years Ago
Fix for RUST-574
10 Years Ago
Merge from prerelease
10 Years Ago
Fixed entity vis query ignoring entities with triggers as colliders
10 Years Ago
Enabled prefab pool by default
10 Years Ago
...but only on 64bit OSes
10 Years Ago
Fixed external gate doors getting culled when 100+ world units away Tweaked external gate door LOD1 distance
10 Years Ago
Retired Deployer and DeployGuide scripts Converted all deployables to use the planner entity for deployment Network++
10 Years Ago
Manifest
10 Years Ago
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10 Years Ago
Decay protection points use sockets (faster than physics query and actually reliable)
10 Years Ago
Re-added deployer for locks (until we have something better for them)
10 Years Ago
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
10 Years Ago
Fixed barricades culling too early
10 Years Ago
Planner placement tweaks and fixes
10 Years Ago
Allowed mesh.quality and tree.quality to be > 100 Made mesh and tree qualities > 100 push back the billboard / cull distance as well
10 Years Ago
Wall frame inserts do the same construction layer check walls do
10 Years Ago
Made pool.prefabs and pool.assets console commands take an optional filter argument
10 Years Ago
ProjectVersion
10 Years Ago
Landmine max placement distance is 4 (same as other traps)
10 Years Ago
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."