userandrecancel
reporust_rebootcancel

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

9 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)
9 Years Ago
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
9 Years Ago
Fixed active item not dropping when killed without entering the wounded state first
9 Years Ago
Fixed potential pooling NRE when leaving play mode in the editor
9 Years Ago
kill console command kills immediately without going wounded first (it's just annoying)
9 Years Ago
ParentBecoming debug
9 Years Ago
ParentBecoming debug
9 Years Ago
Load balancer takes more time when queue backlog increases
9 Years Ago
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
9 Years Ago
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
9 Years Ago
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
9 Years Ago
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9 Years Ago
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
9 Years Ago
Compile fix (CLIENT && !SERVER)
9 Years Ago
Test: Don't check isSpawned when verifying the entity state while loading a save
9 Years Ago
Test: Set isDestroyed at the end of the entity deletion
9 Years Ago
Full Petur rollback
9 Years Ago
Compile fix (CLIENT && !SERVER)
9 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
9 Years Ago
Moved blood package to third party folder
9 Years Ago
Fixed being unable to repair external walls, metal embrasures and window bars
9 Years Ago
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
9 Years Ago
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9 Years Ago
Fixed potential exception in ColliderBatch / RendererBatch
9 Years Ago
Fix for Rust-619
9 Years Ago
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
9 Years Ago
Removed deprecated ConstructionGrade collision override
9 Years Ago
Fixed building skin / socket error when leaving network cell
9 Years Ago
Manifest
9 Years Ago
Merge from conditional_models_2
9 Years Ago
Tweaks and fixes
9 Years Ago
Retired Construction Skin layer entirely
9 Years Ago
Building deployable updates (retired Construction Skin layer)
9 Years Ago
Wind generator uses SimpleBuildingBlock
9 Years Ago
External walls and window bars use SimpleBuildingBlock
9 Years Ago
Building skin updates (empty child object culling)
9 Years Ago
Building prefab updates (now using PreviewMesh for editor preview)
9 Years Ago
Server Cull / Client Cull game object tags work once again
9 Years Ago
Retired ConstructionCollision
9 Years Ago
Editor construction prefab preview
9 Years Ago
Merge from main
9 Years Ago
Fixed assert spam when leaving play mode in the editor
9 Years Ago
Only toggle batch children when required
9 Years Ago
Dedicated server compile fix
9 Years Ago
Client side entity game object destroys are load balanced when leaving a network group
9 Years Ago
Deferred actions carry a priority value that determines when they'll be executed
9 Years Ago
Fixed corpse ragdolls snapping to world origin
9 Years Ago
Unfucked entity creation / destruction events Made entity destruction a lot faster (or that's what the editor wants me to believe)
9 Years Ago
Fixed PrefabInstantiate culling itself in standalone builds (I think)
9 Years Ago
Fixed invisible static bushes