userandrecancel
branchrust_reboot/maincancel

5,953 Commits over 4,171 Days - 0.06cph!

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."
10 Years Ago
Planner traces ignore triggers Planner uses rust namespace defines instead of LayerMask.GetMask
10 Years Ago
Added convars for all the different places pooling is used in Disabled sound prefab pooling by default (all the others remain enabled)
10 Years Ago
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
10 Years Ago
Fixed invisible static bushes
10 Years Ago
Fixed PrefabInstantiate culling itself in standalone builds (I think)
10 Years Ago
Unfucked entity creation / destruction events Made entity destruction a lot faster (or that's what the editor wants me to believe)
10 Years Ago
Fixed corpse ragdolls snapping to world origin
10 Years Ago
Deferred actions carry a priority value that determines when they'll be executed
10 Years Ago
Client side entity game object destroys are load balanced when leaving a network group
10 Years Ago
Dedicated server compile fix
10 Years Ago
Only toggle batch children when required
10 Years Ago
Fixed assert spam when leaving play mode in the editor
10 Years Ago
Merge from conditional_models_2
10 Years Ago
Manifest
10 Years Ago
Fixed building skin / socket error when leaving network cell
10 Years Ago
Removed deprecated ConstructionGrade collision override
10 Years Ago
Experiment: Building blocks have placeholder geometry + collider until skin is initialized