userandrecancel

10,558 Commits over 4,352 Days - 0.10cph!

10 Years Ago
Fixed corpse ragdolls snapping to world origin
10 Years Ago
Deferred actions carry a priority value that determines when they'll be executed
10 Years Ago
Client side entity game object destroys are load balanced when leaving a network group
10 Years Ago
Dedicated server compile fix
10 Years Ago
Only toggle batch children when required
10 Years Ago
Fixed assert spam when leaving play mode in the editor
10 Years Ago
Merge from main
10 Years Ago
Editor construction prefab preview
10 Years Ago
Retired ConstructionCollision
10 Years Ago
Server Cull / Client Cull game object tags work once again
10 Years Ago
Building prefab updates (now using PreviewMesh for editor preview)
10 Years Ago
Building skin updates (empty child object culling)
10 Years Ago
External walls and window bars use SimpleBuildingBlock
10 Years Ago
Wind generator uses SimpleBuildingBlock
10 Years Ago
Building deployable updates (retired Construction Skin layer)
10 Years Ago
Retired Construction Skin layer entirely
10 Years Ago
Tweaks and fixes
10 Years Ago
Merge from conditional_models_2
10 Years Ago
Manifest
10 Years Ago
Fixed building skin / socket error when leaving network cell
10 Years Ago
Removed deprecated ConstructionGrade collision override
10 Years Ago
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
10 Years Ago
Fix for Rust-619
10 Years Ago
Fixed potential exception in ColliderBatch / RendererBatch
10 Years Ago
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10 Years Ago
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
10 Years Ago
Fixed being unable to repair external walls, metal embrasures and window bars
10 Years Ago
Moved blood package to third party folder
10 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
10 Years Ago
Compile fix (CLIENT && !SERVER)
10 Years Ago
Full Petur rollback
10 Years Ago
Test: Set isDestroyed at the end of the entity deletion
10 Years Ago
Test: Don't check isSpawned when verifying the entity state while loading a save
10 Years Ago
Compile fix (CLIENT && !SERVER)
10 Years Ago
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
10 Years Ago
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10 Years Ago
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
10 Years Ago
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
10 Years Ago
Removed stability warmup queue on server start since at this point it should be in stored in all savegames
10 Years Ago
Load balancer takes more time when queue backlog increases
10 Years Ago
ParentBecoming debug
10 Years Ago
ParentBecoming debug
10 Years Ago
kill console command kills immediately without going wounded first (it's just annoying)
10 Years Ago
Fixed potential pooling NRE when leaving play mode in the editor
10 Years Ago
Fixed active item not dropping when killed without entering the wounded state first
10 Years Ago
Disabled microfiber fuzz layer on reactive target (uses fucked up normal encoding that messes with deferred decals)
10 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)
10 Years Ago
DeferredDecalRenderer command buffer refresh is allocation free Added decal.cache convar (refresh decal system every frame vs. only when marked as dirty)
10 Years Ago
Spawn population tweaks Fixed some stuff spawning midair near rocks
10 Years Ago
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