userandrecancel
reporust_rebootcancel

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

8 Years Ago
Merge from main
8 Years Ago
Added pooling to player collision, model and name tag Add player LOD group in prefab preprocessing rather than ingame Don't build player meshes until they become visible
8 Years Ago
Merge from main
8 Years Ago
Skip adding the CL entity name prefix if the game object name already contains it
8 Years Ago
Compile fix
8 Years Ago
EntityFlag cleanup
8 Years Ago
Fixed unlit campfires hurting players after server restart
8 Years Ago
Network++
8 Years Ago
Optimized BaseEntityChild.Setup
8 Years Ago
Updated BuildingTest.sav (now also contains building stability)
8 Years Ago
Eliminated needless string reallocation from GameManager.Instantiate (relevant when streaming in thousands of entities)
8 Years Ago
Prefab pool no longer hashes twice when looking up a prefab (pretty irrelevant since the key is an integer)
8 Years Ago
Removed OnEnable hack from EntityFlag_Toggle (no longer slows down entity instantiates) Fixed OnSendNetworkUpdate not being called in SendNetworkUpdateImmediate Fixed OnPostNetworkUpdate not being called immediately when receiving a new entity
8 Years Ago
Added refresh_stability debug console command
8 Years Ago
Game manager no longer sets the game object name when taking from a pool (performance) Optimized some LOD grid code (for the most part pointless, but slightly faster and better for profiling) Added additional profiling to LOD, pooling and mesh batching code
8 Years Ago
Optimized terrain carving triggers (better projectile and player culling performance)
8 Years Ago
Added log when server is fully started
8 Years Ago
Sticky gizmos for deferred decals
8 Years Ago
Removed building blocked chat message when trying to place while placement guide is red Fixed code lock placement guide not being shown as red when in unauthorized cupboard
8 Years Ago
Network++
8 Years Ago
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8 Years Ago
Fixed server side player rotation getting corrupted when spawning in sleeping bags that were placed on hills
8 Years Ago
Foliage displacement code cleanup Minor foliage displacement optimizations
8 Years Ago
Quick optimization for OBB.Contains
8 Years Ago
Fixed profiler sample mismatch introduced with 16568 (spamming when looking at terrain)
8 Years Ago
Added foliage displacement trails to players
8 Years Ago
Unified DecalDictionary and ParticleDictionary into EffectDictionary Added support for foliage displacement prints
8 Years Ago
Logging for RUST-1174
8 Years Ago
Building privilege is also checked at the construction placement position, not just at the player position
8 Years Ago
RustBuilder
8 Years Ago
Holding a hammer also enables the building blocked message
8 Years Ago
Building blocked message is only shown when in building mode
8 Years Ago
Reviving line of sight check is more forgiving such that it doesn't cancel immediately when losing focus
8 Years Ago
Optimized coarse height and slope map generation in standalone builds
8 Years Ago
Made terrain height and normal textures readable at runtime (required for coarse map generation)
8 Years Ago
8 Years Ago
Added grass displacement toggle to graphics options
8 Years Ago
Reduced resolution of coarse terrain height and slope maps
8 Years Ago
Fixed all grass appearing displaced with grass displacement disabled (for real)
8 Years Ago
Fixed foliage displacement NRE when leaving server Fixed all grass appearing displaced with grass displacement disabled Exposed high resolution terrain height and slope maps to shaders Grass displacement now also works on big maps
8 Years Ago
Added shader parameter for displacement height to grass shader + material
8 Years Ago
8 Years Ago
8 Years Ago
Forgot layer defines
8 Years Ago
Retired displacement layer (no longer needed)
8 Years Ago
Moved deferred decals to rendering folder
8 Years Ago
Full grass displacement rewrite (now faster and better looking, disabled by default for further testing)
8 Years Ago
Merge from ambient_light_volumes
8 Years Ago
8 Years Ago
Environment volume base implementation Added environment volumes for underground areas Eliminated ambient light completely when underground