userandrecancel

10,547 Commits over 4,324 Days - 0.10cph!

10 Years Ago
Fixed occasional sawtooth terrain glitch around monuments
10 Years Ago
Various rock improvements
10 Years Ago
Hardcoded road tinting to dirt splat layer
10 Years Ago
Merge from main
10 Years Ago
Trainyard monument topology fixes
10 Years Ago
Rock clutter and cliffside tweaks
10 Years Ago
Fixed underwater rock spawn rule Fixed iceberg spawn rule
10 Years Ago
Rock heightmap adjustment tweaks
10 Years Ago
Rock formation prefab updates
10 Years Ago
Merge from main
10 Years Ago
Reject rivers on extreme slopes
10 Years Ago
Terrain wetness
10 Years Ago
Network++
10 Years Ago
Manifest
10 Years Ago
Merge from save115 HapisIsland, procedural generation and dungeon updates
10 Years Ago
initialize conditional models on server start again
10 Years Ago
Fix for RUST-654 (turret roof exploit)
10 Years Ago
Fixed escalating load times on larger maps Added quad rasterizer to base terrain map class (rasterizes two triangles in a single pass)
10 Years Ago
Merge from save115_fixes
10 Years Ago
Prefab adjustments (rock_small)
10 Years Ago
Clutter rocks are clientside decor (perf, collider count) MaterialSetup can be pooled / used on dynamic decor
10 Years Ago
Merge from save115_fixes
10 Years Ago
Fixed Physics.IgnoreCollision performance regression on certain hardware
10 Years Ago
Fixed missing airfield wall colliders
10 Years Ago
Procedural bush placement reboot Bushes spawn around rock clusters and forests Bushes spawn along the beach-grass transition (rather than all over the beach) Ores always spawn around rock clusters (same overall count on map as before) Ores are easier to spot (slightly bigger, always near rocks) and more grounded Small trees spawn around rock clusters and forests
10 Years Ago
Vegetation scale adjustments
10 Years Ago
Fixed river source prefab being on the wrong physics layer Fixed floaty rocks on river source prefab
10 Years Ago
Tree stuff
10 Years Ago
Cliff tweaks
10 Years Ago
Organization
10 Years Ago
Removed unused
10 Years Ago
Resource cluster tweaks
10 Years Ago
River generation improvements Road and river terrain adjustment improvements Micro cliff placement improvements
10 Years Ago
Fully deferred cliff detection (fixes a number of splat mapping issues)
10 Years Ago
Better river analysis (finds a near-optimum distribution)
10 Years Ago
Add micro cliffs to the sides of roads and rivers when appropriate
10 Years Ago
Fix for incorrect cliff topology in certain cases around mountains
10 Years Ago
Clutter topology generation in its own script
10 Years Ago
Road and river side cliff topology
10 Years Ago
First terrain splat pass no longer calculates slope
10 Years Ago
Merge from main
10 Years Ago
Randomize road width slightly Rivers react to obstacles in a more natural way Reduced river and road vertex count slightly Fixed riverside and roadside topologies reaching too far around rivers and roads Tweaked river and road splat adjustment fade Fixed rivers sometimes randomly failing to be added to the water map (physics weirdness) Added normal smoothing factor to road and river meshes Fixed mesh normal discontinuities when rivers and roads have to be split for collider perf
10 Years Ago
Merge from main
10 Years Ago
Micro cliff tweaks
10 Years Ago
Fixed regression that caused rocks to occasionally overlap roads
10 Years Ago
Prefab mountain topology updates
10 Years Ago
Melee weapons look for the best body part to deal damage to rather than just taking the first one they can find
10 Years Ago
Updated skeleton damage multipliers
10 Years Ago
Melee trace uses a threshold to switch between the accurate best-hit trace and the inaccurate any-hit fallback
10 Years Ago
Only defer the destruction of building blocks, destroy all other entities immediately when leaving a networking group