userandrecancel
reporust_rebootcancel

11,010 Commits over 4,079 Days - 0.11cph!

9 Years Ago
Compile fix
9 Years Ago
Keep displayed and reported performance data separately Update FPS counter in menus as well (only exclude menu FPS from reported stats)
9 Years Ago
Better frame rate independence for fully automatic weapons
9 Years Ago
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
9 Years Ago
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
9 Years Ago
MeshReplacement and SkinSet also update the renderer root bone
9 Years Ago
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
9 Years Ago
Disabled pool.players by default again (more testing)
9 Years Ago
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
9 Years Ago
Eliminated hasEntityMenu computation from ClientInit (slow)
9 Years Ago
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
9 Years Ago
Enabled entity and player pooling by default on 64bit systems
9 Years Ago
ItemIcon NRE fix (for real)
9 Years Ago
ItemIcon NRE fix
9 Years Ago
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
9 Years Ago
Fixed onInventoryChanged event being called every time a shot is fired
9 Years Ago
Merge from player_pooling (disabled by default)
9 Years Ago
Server compile fix
9 Years Ago
Made shit work
9 Years Ago
Merge from main
9 Years Ago
Fixed onInventoryChanged event being called for every player Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
9 Years Ago
Only initialize door animators if required when leaving the pool
9 Years Ago
Entity destruction priority fix
9 Years Ago
Fixed server duplicate key exception
9 Years Ago
9 Years Ago
9 Years Ago
Building block skin pooling is also load balanced
9 Years Ago
Building entities have higher destruction priority than other entities during deferred destruction
9 Years Ago
Deferred entity destruction tweaks
9 Years Ago
Some changes for more accurate profiling
9 Years Ago
Merge from main
9 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
9 Years Ago
Server compile fix
9 Years Ago
Load balanced destruction of all client side combat entities
9 Years Ago
Added maxreceivetime convars for pool testing
9 Years Ago
Fixed missing building block placeholder mesh on pooled building blocks
9 Years Ago
Added pooling support to storage containers and doors
9 Years Ago
Entity flag cleanup
9 Years Ago
9 Years Ago
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
9 Years Ago
Enabled sound pooling by default on 64bit systems
9 Years Ago
Fixed several "Cannot play disabled audio source" warnings
9 Years Ago
Deferred mesh decal rollback
9 Years Ago
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
9 Years Ago
Increased effective distance of rifle bullets
9 Years Ago
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
9 Years Ago
Fixed some GC spam from auto turrets
9 Years Ago
9 Years Ago
Server side interaction checks for everything
9 Years Ago
Increased rifle and pistol projectile base damage from 40 to 50