userandrecancel
reporust_rebootcancel

10,832 Commits over 3,867 Days - 0.12cph!

8 Years Ago
Stripped a missing camera component from some nested cameras
8 Years Ago
Fixed a bunch of missing script behaviours (RUST-1633 and RUST-1628)
8 Years Ago
8 Years Ago
Optimized sound / particle parent disconnects
8 Years Ago
Added InvokeRandomized (like InvokeRepeating but randomizes the interval on every consecutive call) Replaced Facepunch.Tick with InvokeHandler calls for now (perf, especially when removing)
8 Years Ago
Forcefully refresh terrain collider after setting the height map (fixes raycast issues with terrain)
8 Years Ago
EAC update
8 Years Ago
Removed player model convars (exploitable) TrackIR convars are no longer admin-only
8 Years Ago
Fixed extinguish sometimes being called twice on fire / water entities
8 Years Ago
Added pooling support to loot containers and collectables
8 Years Ago
Invoke optimizations
8 Years Ago
Profiler sample around Protobuf.Entity.Deserialize
8 Years Ago
Group profiler by entity name in GroupDestroy
8 Years Ago
Another ArgumentOutOfRangeException
8 Years Ago
Profiler cleanup
8 Years Ago
Stripped Mesh.MarkDynamic entirely because it's retarded
8 Years Ago
Fixed rare ArgumentOutOfRangeException in InvokeHandler
8 Years Ago
Merge from invoke_handler
8 Years Ago
Merge from main
8 Years Ago
Show invoke handler tasks with "perf 7"
8 Years Ago
Fixed fucked up profiler sample in SoundManager.RequestSoundInstance
8 Years Ago
Invoke handler implementation
8 Years Ago
No more Mesh.MarkDynamic (DX9 issue)
8 Years Ago
Subtracting 19807
8 Years Ago
More profiler samples for PlayerLoot Only CancelInvoke when needed inside PlayerLoot
8 Years Ago
Furthest foliage cell is correctly forced to lowest LOD
8 Years Ago
Foliage batching cells are as big as the old grass cells
8 Years Ago
Enforce caching of the mesh from procedural foliage placement in the main thread
8 Years Ago
Foliage test
8 Years Ago
Mesh building optimizations
8 Years Ago
Update plant skin parameters after instantiating the skin (pooling)
8 Years Ago
Minor fix in WorldSpaceGrid.GridToWorldCoords
8 Years Ago
Encode instance position offset into texcoord1 on batched meshes
8 Years Ago
Fixed viewmodel bob looking odd (from the optimizations)
8 Years Ago
▋▇ ▊▅▌▇▌▋ ▉▇▋▅ █▄ ▄▍▌▋ ▉██▋▊ █▄▍▄▇ ▋▋▊▄▅▅ ▅▉ (▆▍▆▌▄▅▊▄ ▇▌▊▅▋▉▉ █▆▅)
8 Years Ago
Enabled entity pooling for tool cupboards
8 Years Ago
Enabled entity pooling for sleeping bags
8 Years Ago
Enabled pooling for decorative entities (rugs etc) Shelves use DecorDeployable and support pooling
8 Years Ago
Enabled entity pooling on furnaces, campfires and light sources
8 Years Ago
Fixed OnSendNetworkUpdate not being called when an entity has no subscribers (for EntityFlag_Toggle, RUST-1567)
8 Years Ago
Presumably fixed vending machines sometimes breaking when placed in doorways (RUST-1574)
8 Years Ago
Fixed viewmodel Z scale of 0.7 causing iron sight offset (bow + crossbow)
8 Years Ago
Fixed all throwable weapons referencing the aim point inside the bow prefab (!)
8 Years Ago
Profiling
8 Years Ago
Profiling
8 Years Ago
Profiling
8 Years Ago
Viewmodel transform caching (more optimizations for sustained gunfire)
8 Years Ago
Manifest
8 Years Ago
Effect detach tweak
8 Years Ago
Effect recycling optimizations (greatly improved frame rate under continuous gunfire)