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

8 Years Ago
Tweaked speed forgiveness in instahit detection
8 Years Ago
Tweaked max entity velocity in instahit detection
8 Years Ago
Improvements for the alternative projectile instahit detection
8 Years Ago
Alternative solution to projectile instahit
9 Years Ago
Adjusted default AntiHack parameters
9 Years Ago
AntiHack keeps track of kicks and bans
9 Years Ago
Prevent movement layer is included in AntiHack checks
9 Years Ago
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9 Years Ago
Added prevent movement physics layer (similar to prevent building, just for movement)
9 Years Ago
Fixed turret LOS check ignoring cave triggers
9 Years Ago
Vis.Colliders handles terrain triggers
9 Years Ago
Fixed server projectiles (i.e. rockets) ignoring cave triggers
9 Years Ago
Fixed world models / ragdolls ignoring cave triggers
9 Years Ago
Lanterns can be placed on top of other deployables again (RUST-823)
9 Years Ago
Tightened valid cupboard deployment angle
9 Years Ago
ValidBounds rejects positions that are NaN or infinity (RUST-864, maybe)
9 Years Ago
Dialed back hemp tint randomization
9 Years Ago
Reduced driftwood density
9 Years Ago
Wild corn & pumpkins always spawn next to rivers
9 Years Ago
Fixed plant skins missing from asset bundles
9 Years Ago
Compile fix
9 Years Ago
Merge from decay_reboot Network++
9 Years Ago
Merge from main
9 Years Ago
Updated Rust.Data plugin
9 Years Ago
Added hemp seeds and hemp farming Network++
9 Years Ago
Fixed plant planting and harvesting particle effect rotations
9 Years Ago
Plant server convars actually do what they claim to do
9 Years Ago
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
9 Years Ago
Plant skins use prefab pooling Plants can specify whether or not to switch to the dying state when harvested for the last time
9 Years Ago
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions) Fixed plants skipping their dying skin when exceeding their max number of seasons
9 Years Ago
Fixed being able to repair things with just wood
9 Years Ago
Prefab updates
9 Years Ago
Repair module cleanup
9 Years Ago
Compile fix
9 Years Ago
Protobuf generate
9 Years Ago
OSX protobuf generate script
9 Years Ago
Nework decay timer to client as well
9 Years Ago
9 Years Ago
Tweak
9 Years Ago
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
9 Years Ago
RUST-856, maybe
9 Years Ago
Fixed viewmodels spazzing out for one frame when deployed
9 Years Ago
Current entity decay state saves and loads on server restart Decay uses less memory on the server (meaning we can add it to everything) Building block decay correctly resets when fully repaired
9 Years Ago
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow) Network++ (dev servers might warn when loading a save, but no forced wipe)
9 Years Ago
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
9 Years Ago
Fixed metal facemasks not always protecting against headshots (RUST-849)
9 Years Ago
Fixed speedup when moving diagonally
9 Years Ago
Fixed NoShadows benchmark
9 Years Ago
Updated procmap benchmark scene to latest world generation
9 Years Ago
Fixed standalone compile error