userandrecancel
reporust_rebootcancel

10,480 Commits over 4,171 Days - 0.10cph!

10 Years Ago
LOD, batching and culling tweaks and fixes
10 Years Ago
Merge from main
10 Years Ago
Fence protection properties (currently defined per-entity which is a bit meh) Fence prefab updates (projectile passthrough, impact effects)
10 Years Ago
Fixed the tornado of confusion that appears to have occured in the animal footstep folders
10 Years Ago
Tightened allwed ground deployment angle of shelves
10 Years Ago
Got rid of legacy sleeping bag prefab
10 Years Ago
Increased sleeping bag nobuild volume height
10 Years Ago
I'm feeling lucky: GamePhysics.CheckOBB now uses Unity's new Physics.CheckBox
10 Years Ago
Foundation deploy volume update for RUST-457
10 Years Ago
Wall frame building shell protection
10 Years Ago
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
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
Allocation-free overlap physics queries SocketMod_EntityCheck uses entity vis class GamePhysics.Trace no longer tries to early-reject with a raycast (since TraceAll is now allocation-free) Better trigger handling in AntiHack
10 Years Ago
Merge from physics_updates
10 Years Ago
Fix for RUST-557
10 Years Ago
ProjectVersion
10 Years Ago
Merge from main
10 Years Ago
Fixed issue that prevented server savegames from loading in the editor
10 Years Ago
Fixed potential stability refresh close-to-infinite loop when loading old savegames
10 Years Ago
Merge from stability-serialization
10 Years Ago
Merge from main
10 Years Ago
Merge from prerelease Network++ Manifest
10 Years Ago
Merge from main
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
Roof and foundation conditional model scripts Neighbour socket type and entity link
10 Years Ago
Updated building prefabs to the new conditional model system
10 Years Ago
Merge from main
10 Years Ago
Fixed initial conditional model state
10 Years Ago
Roof conditional model improvements and fixes
10 Years Ago
Roof conditional model adjustments
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
Merge from main
10 Years Ago
Rock and metal foundation steps no longer remove foundation sides (since they're not solid beneath them)
10 Years Ago
Fix for RUST-574
10 Years Ago
Merge from main
10 Years Ago
Merge from main
10 Years Ago
Merge from prerelease
10 Years Ago
Merge from main
10 Years Ago
Fixed entity vis query ignoring entities with triggers as colliders
10 Years Ago
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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