userandrecancel
branchrust_reboot/maincancel

5,949 Commits over 4,079 Days - 0.06cph!

9 Years Ago
Full Petur rollback
9 Years Ago
Compile fix (CLIENT && !SERVER)
9 Years Ago
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted) Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
9 Years Ago
Moved blood package to third party folder
9 Years Ago
Fixed being unable to repair external walls, metal embrasures and window bars
9 Years Ago
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
9 Years Ago
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9 Years Ago
Fixed potential exception in ColliderBatch / RendererBatch
9 Years Ago
Fix for Rust-619
9 Years Ago
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
9 Years Ago
Removed deprecated ConstructionGrade collision override
9 Years Ago
Fixed building skin / socket error when leaving network cell
9 Years Ago
Manifest
9 Years Ago
Merge from conditional_models_2
9 Years Ago
Fixed assert spam when leaving play mode in the editor
9 Years Ago
Only toggle batch children when required
9 Years Ago
Dedicated server compile fix
9 Years Ago
Client side entity game object destroys are load balanced when leaving a network group
9 Years Ago
Deferred actions carry a priority value that determines when they'll be executed
9 Years Ago
Fixed corpse ragdolls snapping to world origin
9 Years Ago
Unfucked entity creation / destruction events Made entity destruction a lot faster (or that's what the editor wants me to believe)
9 Years Ago
Fixed PrefabInstantiate culling itself in standalone builds (I think)
9 Years Ago
Fixed invisible static bushes
9 Years Ago
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
9 Years Ago
Added convars for all the different places pooling is used in Disabled sound prefab pooling by default (all the others remain enabled)
9 Years Ago
Planner traces ignore triggers Planner uses rust namespace defines instead of LayerMask.GetMask
9 Years Ago
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
9 Years Ago
Landmine max placement distance is 4 (same as other traps)
9 Years Ago
ProjectVersion
9 Years Ago
Made pool.prefabs and pool.assets console commands take an optional filter argument
9 Years Ago
Wall frame inserts do the same construction layer check walls do
9 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
9 Years Ago
Planner placement tweaks and fixes
9 Years Ago
Fixed barricades culling too early
9 Years Ago
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
9 Years Ago
Re-added deployer for locks (until we have something better for them)
9 Years Ago
Decay protection points use sockets (faster than physics query and actually reliable)
9 Years Ago
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9 Years Ago
Manifest
9 Years Ago
Retired Deployer and DeployGuide scripts Converted all deployables to use the planner entity for deployment Network++
9 Years Ago
Fixed external gate doors getting culled when 100+ world units away Tweaked external gate door LOD1 distance
9 Years Ago
...but only on 64bit OSes
9 Years Ago
Enabled prefab pool by default
9 Years Ago
Fixed entity vis query ignoring entities with triggers as colliders
9 Years Ago
Merge from prerelease
9 Years Ago
Fix for RUST-574
9 Years Ago
Vis.Colliders is allocation-free and supports collider subclasses as the generic type
9 Years Ago
Fixed potential signage NRE when database was deleted
9 Years Ago
Fixed floor frame overlapping exploit
9 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