userandrecancel
branchrust_reboot/maincancel

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

10 Years Ago
Entity destruction priority fix
10 Years Ago
Only initialize door animators if required when leaving the pool
10 Years Ago
Fixed onInventoryChanged event being called for every player Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
10 Years Ago
Merge from player_pooling (disabled by default)
10 Years Ago
Fixed onInventoryChanged event being called every time a shot is fired
10 Years Ago
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
10 Years Ago
ItemIcon NRE fix
10 Years Ago
ItemIcon NRE fix (for real)
10 Years Ago
Enabled entity and player pooling by default on 64bit systems
10 Years Ago
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
10 Years Ago
Eliminated hasEntityMenu computation from ClientInit (slow)
10 Years Ago
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
10 Years Ago
Disabled pool.players by default again (more testing)
10 Years Ago
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
10 Years Ago
MeshReplacement and SkinSet also update the renderer root bone
10 Years Ago
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
10 Years Ago
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
10 Years Ago
Better frame rate independence for fully automatic weapons
10 Years Ago
Keep displayed and reported performance data separately Update FPS counter in menus as well (only exclude menu FPS from reported stats)
10 Years Ago
Compile fix
10 Years Ago
Fixed fucked up variable name in FlameThrower.cs
10 Years Ago
Merge from prerelease, hold on to your GPUs
10 Years Ago
Added two more projectile rejection cases to combat log Hit area in combat log is lower case
10 Years Ago
Log tweak
10 Years Ago
Adjusted muzzleboost firing rate scalar to compensate for the full auto repeat delay fix
10 Years Ago
Fixed swimming being a pain in the ass in the military tunnels
10 Years Ago
Better solution
10 Years Ago
10 Years Ago
Fixed ore spawners in the military tunnel monument
10 Years Ago
Fixed players sometimes appearing with wrong name, gender or skin tone (RUST-981)
10 Years Ago
Reset entity position lerp curve when lerping is disabled
10 Years Ago
Added stabilityqueue and surroundingsqueue convars (time building stability + surroundings are allowed to take)
10 Years Ago
Reset lerp smoothing whenever entity lerping is snapped to the end point Initialize lerp start position whenever entity lerping is started
10 Years Ago
Retired ItemIdentity (no longer used, removes a bunch of overhead) Fixed various issues with player model pooling (still disabled by default)
10 Years Ago
Fixed some climate blending OnGUI hack failing to compile when setting editor to server-only
10 Years Ago
Enabled player mesh pooling by default on 64bit systems
10 Years Ago
Experiment: Alternative to BroadcastMessage.OnParentDestroying
10 Years Ago
Optimized SkinnedMultiMesh LODGroup stripping
10 Years Ago
Optimized SkinnedMultiMesh GetComponentsInChildren calls
10 Years Ago
Fix
10 Years Ago
Applied the optimization of OnParentDestroying to OnPostNetworkUpdate and OnSendNetworkUpdate
10 Years Ago
Forgot to include two files
10 Years Ago
Moved more SkinnedMultiMesh stuff to prefab preprocessing
10 Years Ago
Server compile fix
10 Years Ago
Fixed campfire and furnace particle effects playing on spawn
10 Years Ago
Fixed some issues with player pooling (introduced by moving stuff to pre processing)
10 Years Ago
Server compile fix
10 Years Ago
Fixed rig error when prefab pre process is being called twice
10 Years Ago
Fixed OptimizeAnimator never clearing its renderer set (breaks player mesh pooling)
10 Years Ago
More logging for rig bone caching