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10,612 Commits over 4,413 Days - 0.10cph!

9 Years Ago
Fixed profiler sample mismatch in RendererCell.RefreshAsync
9 Years Ago
Added "foliagegrid" editor convar
9 Years Ago
Fifth attempt to fix RUST-1760 ("You cannot have more than 262143 Colliders enabled in total" spam while loading a save) Better server startup logging in case this doesn't do it
9 Years Ago
Merge from main
9 Years Ago
Default map size is once again 4k (which means official servers will switch to 4k maps this wipe)
9 Years Ago
Increased launch site spawn priority to highest
9 Years Ago
ApplyTerrainAnchorsNew is now the default
9 Years Ago
Don't cache map in editor
9 Years Ago
Fixed grass meshes sometimes reaching onto other splats
9 Years Ago
Updated cliff splatting and topology analysis to better preserve existing values (primarily around mountains and cliffs)
9 Years Ago
Updated microcliff splat and topology modifiers to make their transition look less horrendous
9 Years Ago
Fixed some monument prefabs being saved active instead of inactive
9 Years Ago
Forest splat tweak
9 Years Ago
Updated supermarket and gas station terrain anchors and terrain adjustment radius / fade for smoother transition
9 Years Ago
Merge from main
9 Years Ago
Merge from save150
9 Years Ago
Removed editor shader warmup (see comment)
9 Years Ago
Stripped shadervariants asset
9 Years Ago
Fixed LOD warnings in workshop item viewer Removed legacy functionality from GameManager Re-enabled lowercase conversion warning when creating prefabs (standalone)
9 Years Ago
Removed a number of less important profiler samples to improve profiler stability
9 Years Ago
Potential fix for crash when closing the game
9 Years Ago
Fixed skinnables having duplicates of their model and viewmodel bundled with them by moving everything from steamitems.bundle to content.bundle
9 Years Ago
Combat log now includes an info text when something / someone is wounded or killed
9 Years Ago
No longer wait for all skins to finish downloading in the loading screen by default (skinwarmup convar)
9 Years Ago
Tweak
9 Years Ago
Merge from main
9 Years Ago
EAC SDK update
9 Years Ago
Adjusted EAC auth to prevent timeouts Pause EAC heartbeat when receiving data Changed authtimeout default value to 60 seconds Added playertimeout convar to adjust the "unresponsive" kick time
9 Years Ago
Improved EAC authentication workflow
9 Years Ago
EAC SDK update
9 Years Ago
Merge from main
9 Years Ago
Network++
9 Years Ago
Formatting
9 Years Ago
Reverted Auth_Steam to version from main (just to be safe)
9 Years Ago
Merge from eac_api_2_1
9 Years Ago
When loading the map from cache, prefabs spawn async to avoid stalling the client for a long time Cleaned up asset FileSystem_Warmup by removing unused code
9 Years Ago
Eliminated some tiny GC allocs from nested coroutines
9 Years Ago
Updated Facepunch.Unity (fixes manifest download sometimes silently failing)
9 Years Ago
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
9 Years Ago
EAC launcher fixes (needs x86 lib)
9 Years Ago
Reduced memory usage by freeing the world serialization cache after loading the map Addedd watermap memory usage to world info text
9 Years Ago
Fixed some problems when repeatedly connecting to the same server in one session
9 Years Ago
Entity parenting overhaul (this most likely breaks everything)
9 Years Ago
Save entity position relative to parent entity Fixed invisible locks on server restart
9 Years Ago
EAC SDK update
9 Years Ago
Fixed thrown weapons and arrows disappearing on impact when hitting entities Fixed checksum mismatch always clearing world cache on certain platforms Removed temporary savegame fix for staging servers Network++
9 Years Ago
EAC SDK update
9 Years Ago
BasePlayer.MaxVelocity takes mount velocity into account Eye verification distance checks take BasePlayer.MaxVelocity into account Unified eye verification checks to eliminate duplicate code
9 Years Ago
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
9 Years Ago
Fixed IOnPostNetworkUpdate regression (torch randomly getting switched off)