userandrecancel
reporust_rebootcancel

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

10 Years Ago
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10 Years Ago
Decay protection points use sockets (faster than physics query and actually reliable)
10 Years Ago
Re-added deployer for locks (until we have something better for them)
10 Years Ago
Merge from main
10 Years Ago
Conditional models run on both client and server
10 Years Ago
Building block prefab updates
10 Years Ago
Merge from main
10 Years Ago
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
10 Years Ago
Fixed barricades culling too early
10 Years Ago
Planner placement tweaks and fixes
10 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
10 Years Ago
Wall frame inserts do the same construction layer check walls do
10 Years Ago
Made pool.prefabs and pool.assets console commands take an optional filter argument
10 Years Ago
ProjectVersion
10 Years Ago
Landmine max placement distance is 4 (same as other traps)
10 Years Ago
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
10 Years Ago
Planner traces ignore triggers Planner uses rust namespace defines instead of LayerMask.GetMask
10 Years Ago
Added convars for all the different places pooling is used in Disabled sound prefab pooling by default (all the others remain enabled)
10 Years Ago
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
10 Years Ago
Fixed invisible static bushes
10 Years Ago
Fixed PrefabInstantiate culling itself in standalone builds (I think)
10 Years Ago
Unfucked entity creation / destruction events Made entity destruction a lot faster (or that's what the editor wants me to believe)
10 Years Ago
Fixed corpse ragdolls snapping to world origin
10 Years Ago
Deferred actions carry a priority value that determines when they'll be executed
10 Years Ago
Client side entity game object destroys are load balanced when leaving a network group
10 Years Ago
Dedicated server compile fix
10 Years Ago
Only toggle batch children when required
10 Years Ago
Fixed assert spam when leaving play mode in the editor
10 Years Ago
Merge from main
10 Years Ago
Editor construction prefab preview
10 Years Ago
Retired ConstructionCollision
10 Years Ago
Server Cull / Client Cull game object tags work once again
10 Years Ago
Building prefab updates (now using PreviewMesh for editor preview)
10 Years Ago
Building skin updates (empty child object culling)
10 Years Ago
External walls and window bars use SimpleBuildingBlock
10 Years Ago
Wind generator uses SimpleBuildingBlock
10 Years Ago
Building deployable updates (retired Construction Skin layer)
10 Years Ago
Retired Construction Skin layer entirely
10 Years Ago
Tweaks and fixes
10 Years Ago
Merge from conditional_models_2
10 Years Ago
Manifest
10 Years Ago
Fixed building skin / socket error when leaving network cell
10 Years Ago
Removed deprecated ConstructionGrade collision override
10 Years Ago
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
10 Years Ago
Fix for Rust-619
10 Years Ago
Fixed potential exception in ColliderBatch / RendererBatch
10 Years Ago
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10 Years Ago
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
10 Years Ago
Fixed being unable to repair external walls, metal embrasures and window bars
10 Years Ago
Moved blood package to third party folder