userandrecancel

12,539 Commits over 4,109 Days - 0.13cph!

8 Years Ago
Removed occluder meshes from building blocks (no longer required, cherry pick this)
8 Years Ago
Removed BuildPrivilegeTrigger from cupboard (no longer required)
8 Years Ago
Removed some super old obsolete "WorldItem_" components (all unused)
8 Years Ago
Removed PlaceSourceObjects procedural component (obsolete for a long time)
8 Years Ago
New entity socket finder checks all player building layers + the crater layer
8 Years Ago
Removed socket handle components (no longer required)
8 Years Ago
Removed construct vision trigger (no longer required)
8 Years Ago
Merge from main
8 Years Ago
Fixed proximity issue on foundations with walls
8 Years Ago
Manifest
8 Years Ago
Roofs now occupy the wall socket at their bottom end Made ConstructionSocket.DoPlacement all nice
8 Years Ago
Eliminated the need for client side building socket colliders (better performance with building plan / deployable in hand)
8 Years Ago
Added Building.GetDominatingBuildingPrivilege
8 Years Ago
Manifest
8 Years Ago
Adjusted building block order in the radial menu
8 Years Ago
Added half height walls (needs new models)
8 Years Ago
Merge from main
8 Years Ago
FIxed editor NRE in PrefabAttribute when modifying certain prefabs
8 Years Ago
Merge from main
8 Years Ago
Foundations can be attached to other foundations with a half height offset Foundation and floor placement guides no longer jitter when attaching them to other foundations or floors
8 Years Ago
Additional building proximity checks
8 Years Ago
Rust.Data.dll
8 Years Ago
Merge from main
8 Years Ago
New building proximity checks to counteract wallstacking / honeycombing exploits
8 Years Ago
Merge from main
8 Years Ago
Sockets / constructions can check if they can connect to other sockets / constructions at a simulated position and rotation (before placement) Eliminated ConstructionLink, NeighbourLink and StabilityLink special cases (now all using EntityLink)
8 Years Ago
Merge from main
8 Years Ago
EAC SDK update
8 Years Ago
Building ID save / load happens in DecayEntity instead of BuildingBlock
8 Years Ago
Merge from main
8 Years Ago
Building privilege is emitted by all building blocks that are connected to a tool cupboard
8 Years Ago
Only move building to new ID if it was split, not whenever block is removed When placing block, refresh building ID only if connected blocks mismatch
8 Years Ago
AntiHack.Log only prints to server console on debuglevel 2 or higher
8 Years Ago
Forgotten UnityEngine.Profiling
8 Years Ago
More server profiling
8 Years Ago
Server profiling tweaks
8 Years Ago
Update building ID when buildings are merged / split Added extended building API to BuildingManager Added building ID to DecayEntity (for upkeep)
8 Years Ago
EAC SDK update
8 Years Ago
Linux server EAC fix
8 Years Ago
Network++
8 Years Ago
World Serialization++
8 Years Ago
World Serialization++ Network++
8 Years Ago
Merge from save153
8 Years Ago
Merge from main
8 Years Ago
Increased precentage of the map that belongs to tier 2 slightly
8 Years Ago
Manifest
8 Years Ago
Save++
8 Years Ago
MonumentInfo.CheckPlacement fix when multiple tiers are selected
8 Years Ago
Lighthouses are actually set to tier 0 Harbors are actually set to tier 0 / 1 Reduced supermarket + gas station count Reduced minimum distance between large monuments Updated bounds on most monuments
8 Years Ago
Fixed startup NRE from disabling halloween content (subfolder issue)