userandrecancel
reporust_rebootcancel

10,614 Commits over 4,413 Days - 0.10cph!

9 Years Ago
Rust.Data.dll
9 Years Ago
Added one missing half wall deploy volume
9 Years Ago
Adjusted neighbour sockets for roof side conditional models to properly work with half height walls
9 Years Ago
Prevent half height offset wall stacking
9 Years Ago
Tweaked wall secondary stability socket volumes Added neighbour socket to low (1/3) walls
9 Years Ago
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one
9 Years Ago
FIxed NRE on decay entities without decay component
9 Years Ago
2017.2.0p3
9 Years Ago
Added UnityPackageManager to ignore.conf
9 Years Ago
Updated plugins with new Unity libraries
9 Years Ago
Facepunch.Unity.dll
9 Years Ago
Don't let OutputHandler.OnMessage throw exceptions
9 Years Ago
Merge from Unity2017.2
9 Years Ago
Fixed roads / powerlines getting interrupted by rivers
9 Years Ago
More work on the road network generation in preparation of monument in / out points
8 Years Ago
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
8 Years Ago
Roads no longer sometimes go through water
8 Years Ago
Tweaked biome distribution (slightly less arctic, slightly more arid)
8 Years Ago
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
8 Years Ago
Added gizmos to TerrainPathConnect
8 Years Ago
Updated powerline layout to same algorithm roads are using
8 Years Ago
Monument placement optimizations
8 Years Ago
Subtracting 24065
8 Years Ago
Preliminary road / power connection points for all monuments
8 Years Ago
PathFinder.Point implements IEquatable
8 Years Ago
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
8 Years Ago
Road and powerline tweaks
8 Years Ago
Cleanup
8 Years Ago
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
8 Years Ago
Building privilege extends out for 10 meters around a building
8 Years Ago
Fixed building merge not sending out network updates for building blocks that changed their IDs
8 Years Ago
Fixed possible race condition when building splits / merges were deferred
8 Years Ago
Merge from main
8 Years Ago
Merge from main
8 Years Ago
Merge from dungeon_art_8
8 Years Ago
Reapplied launch site road / power nodes
8 Years Ago
Mining quarry monument is tier 2 Added road connection node to mining quarry monument
8 Years Ago
Warehouse no longer has a quarry Added road piece to warehouse
8 Years Ago
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
8 Years Ago
Subtracting 24120, 24123, 24124, 24127
8 Years Ago
Cleanup
8 Years Ago
Cleanup
8 Years Ago
Optimizations
8 Years Ago
Fixed the occasional gaps between roads and terrain Fixed terrain sometimes peaking through roads
8 Years Ago
Improved transition from procedural roads to monument roads
8 Years Ago
Cleanup
8 Years Ago
Improved mesh generation and terrain adjustments for roads and rivers
8 Years Ago
Split river and road terrain adjustments into their own procedural components
8 Years Ago
Same thing for power lines
8 Years Ago
Fix