userandrecancel

10,528 Commits over 4,201 Days - 0.10cph!

10 Years Ago
Post process terrain slopes near water to reduce wave clipping
10 Years Ago
Tweaked biome distribution and transitions
10 Years Ago
Fixed micro cliffs sometimes spawning on roads
10 Years Ago
Water level test does a quick check for river water depth
10 Years Ago
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown) Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier Converted collectable spawn populations to the more balancing-friendly population scaling mode
10 Years Ago
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
10 Years Ago
Increased mushroom count
10 Years Ago
Fixed that some airfield walls were floating slightly above terrain
10 Years Ago
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
10 Years Ago
Some monument loading time optimizations
10 Years Ago
Slight bush density reduction
10 Years Ago
Driftwood spawn patch size tweaks
10 Years Ago
Slight clutter rock density reduction
10 Years Ago
Merge from main
10 Years Ago
Network++ Save++
10 Years Ago
Manifest
10 Years Ago
Merge from save118
10 Years Ago
Fixed standalone compile error
10 Years Ago
Updated procmap benchmark scene to latest world generation
10 Years Ago
Fixed NoShadows benchmark
10 Years Ago
Fixed speedup when moving diagonally
10 Years Ago
Fixed metal facemasks not always protecting against headshots (RUST-849)
10 Years Ago
Disabled HitInfo.MultiHit by default (faster hit sorting, not required with projectile penetration on players disabled)
10 Years Ago
Disabled dynamic non-uniform scaling on cliff meshes (physics system regression made this very slow) Network++ (dev servers might warn when loading a save, but no forced wipe)
10 Years Ago
Current entity decay state saves and loads on server restart Decay uses less memory on the server (meaning we can add it to everything) Building block decay correctly resets when fully repaired
10 Years Ago
Fixed viewmodels spazzing out for one frame when deployed
10 Years Ago
RUST-856, maybe
10 Years Ago
Pause load balancer while a ton of network packets have to be processed (perf + RUST-836)
10 Years Ago
Tweak
10 Years Ago
10 Years Ago
Nework decay timer to client as well
9 Years Ago
OSX protobuf generate script
9 Years Ago
Protobuf generate
9 Years Ago
Compile fix
9 Years Ago
Repair module cleanup
9 Years Ago
Prefab updates
9 Years Ago
Fixed being able to repair things with just wood
9 Years Ago
Fixed plant entity leak when their happiness was stuck around 0 (could be caused by genetics or environmental conditions) Fixed plants skipping their dying skin when exceeding their max number of seasons
9 Years Ago
Plant skins use prefab pooling Plants can specify whether or not to switch to the dying state when harvested for the last time
9 Years Ago
ResourceRef refreshes when no GUID has been saved before (i.e. when changing GameObject to GameObjectRef in code)
9 Years Ago
Plant server convars actually do what they claim to do
9 Years Ago
Fixed plant planting and harvesting particle effect rotations
9 Years Ago
Added hemp seeds and hemp farming Network++
9 Years Ago
Updated Rust.Data plugin
9 Years Ago
Merge from main
9 Years Ago
Merge from decay_reboot Network++
9 Years Ago
Compile fix
9 Years Ago
Fixed plant skins missing from asset bundles
9 Years Ago
Wild corn & pumpkins always spawn next to rivers
9 Years Ago
Reduced driftwood density