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

10 Years Ago
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted) Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
10 Years Ago
Compile fix (CLIENT && !SERVER)
10 Years Ago
Full Petur rollback
10 Years Ago
Test: Set isDestroyed at the end of the entity deletion
10 Years Ago
Test: Don't check isSpawned when verifying the entity state while loading a save
10 Years Ago
Compile fix (CLIENT && !SERVER)
10 Years Ago
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
10 Years Ago
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10 Years Ago
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
10 Years Ago
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
10 Years Ago
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
10 Years Ago
Load balancer takes more time when queue backlog increases
10 Years Ago
ParentBecoming debug
10 Years Ago
ParentBecoming debug
10 Years Ago
kill console command kills immediately without going wounded first (it's just annoying)
10 Years Ago
Fixed potential pooling NRE when leaving play mode in the editor
10 Years Ago
Fixed active item not dropping when killed without entering the wounded state first
10 Years Ago
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
10 Years Ago
Reactive target uses RendererLOD instead of LODGroup (never use LODGroup for stuff that doesn't walk around) Adjusted reactive target bullseye collider (no hard edges that can cause perpendicular impact effects) Adjusted reactive target physics layers (no player collision on the moving parts)
10 Years Ago
DeferredDecalRenderer command buffer refresh is allocation free Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
10 Years Ago
Spawn population tweaks Fixed some stuff spawning midair near rocks
10 Years Ago
Save++
10 Years Ago
Petur's shitbag
10 Years Ago
Manual copy of new HapisIsland (because Plastic apparently hates subtract inception)
10 Years Ago
Merge from prerelease/dungeons_art
10 Years Ago
Reverted Terrain4 (I assume this was committed accidentally)
10 Years Ago
Default world size is 3000 to assure that everyone hates me
10 Years Ago
Fixed floaty arid / beach trees
10 Years Ago
Fixed rocks sometimes spawning on warehouse quarry
10 Years Ago
Road network generation tweaks
10 Years Ago
Merge from main
10 Years Ago
Powerline generation tweaks
10 Years Ago
Merge from main
10 Years Ago
Fixed occasional sawtooth terrain glitch around monuments
10 Years Ago
Various rock improvements
10 Years Ago
Hardcoded road tinting to dirt splat layer
10 Years Ago
Merge from main
10 Years Ago
Trainyard monument topology fixes
10 Years Ago
Rock clutter and cliffside tweaks
10 Years Ago
Fixed underwater rock spawn rule Fixed iceberg spawn rule
10 Years Ago
Rock heightmap adjustment tweaks
10 Years Ago
Rock formation prefab updates
10 Years Ago
Merge from main
10 Years Ago
Reject rivers on extreme slopes
10 Years Ago
Terrain wetness
10 Years Ago
Network++
10 Years Ago
Manifest
10 Years Ago
Merge from save115 HapisIsland, procedural generation and dungeon updates
10 Years Ago
initialize conditional models on server start again
10 Years Ago
Fix for RUST-654 (turret roof exploit)