userandrecancel
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11,009 Commits over 4,048 Days - 0.11cph!

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
9 Years Ago
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
9 Years Ago
Added convars for all the different places pooling is used in Disabled sound prefab pooling by default (all the others remain enabled)
9 Years Ago
Planner traces ignore triggers Planner uses rust namespace defines instead of LayerMask.GetMask
9 Years Ago
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
9 Years Ago
Landmine max placement distance is 4 (same as other traps)
9 Years Ago
ProjectVersion
9 Years Ago
Made pool.prefabs and pool.assets console commands take an optional filter argument
9 Years Ago
Wall frame inserts do the same construction layer check walls do
9 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
9 Years Ago
Planner placement tweaks and fixes
9 Years Ago
Fixed barricades culling too early
9 Years Ago
Fixed ancient bug in planner that could incorrectly allow placement of objects at max distance
9 Years Ago
Merge from main
9 Years Ago
Building block prefab updates
9 Years Ago
Conditional models run on both client and server
9 Years Ago
Merge from main
9 Years Ago
Re-added deployer for locks (until we have something better for them)
9 Years Ago
Decay protection points use sockets (faster than physics query and actually reliable)
9 Years Ago
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9 Years Ago
Manifest
9 Years Ago
Retired Deployer and DeployGuide scripts Converted all deployables to use the planner entity for deployment Network++
9 Years Ago
Fixed external gate doors getting culled when 100+ world units away Tweaked external gate door LOD1 distance
9 Years Ago
...but only on 64bit OSes