userandrecancel

9,576 Commits over 4,505 Days - 0.09cph!

10 Years Ago
Include monuments in prefab warmup (does this break everything?)
10 Years Ago
ProjectVersion.txt
10 Years Ago
Stripped vertex painter components from harbor scenes because they're horrendous
10 Years Ago
Include active colliders in dump
10 Years Ago
Added dropitems server convar
10 Years Ago
Added version field to world serialization Added water map to world serialization
10 Years Ago
Another ceiling light client side physics optimization
10 Years Ago
10 Years Ago
Deployables no longer ignore "can rotate" flag
10 Years Ago
Added editor convars to pause renderer grid, collider grid and load balancer Refresh renderer grid in loading screen (client) Refresh collider grid after initializing conditional models (server)
10 Years Ago
Cherry picking grass meshes
10 Years Ago
Cherry picking overgrowth material / textures
10 Years Ago
Updating to latest overgrowth material
10 Years Ago
Pause ServerMgr.Update until the connection is open
10 Years Ago
Saving default time scale of 1.0 (rather than 1.0028036)
10 Years Ago
10 Years Ago
Added server convar to pause time while loading (defaults to false)
10 Years Ago
CodeGen
10 Years Ago
Enabled time.pausewhileloading by default
10 Years Ago
Better antihack.debuglevel: 1 prints max violations, 2 prints nonzero violations, 3 prints all violations
10 Years Ago
AH logs are warnings (yellow)
10 Years Ago
Baseline
10 Years Ago
Game object layer is included in renderer key hashing (batching)
10 Years Ago
Item ID is shown as ReadOnly instead of HideInInspector
10 Years Ago
10 Years Ago
Fixed server side player eyes position when duked (I think?)
10 Years Ago
Fixed difficulty picking up items when near objects (RUST-1518)
10 Years Ago
Player culling is off by default, not saved, renamed to "culling.toggle" to wipe from config
10 Years Ago
CodeGen clean rebuild
10 Years Ago
Door hatches use batching Door hatch movement script is client only Door hatch movement script no longer uses InvokeRepeating
10 Years Ago
Ceiling light prefab fixes (RUST-1523)
10 Years Ago
CraggyIsland cave updates
10 Years Ago
Explosives do all LOS checks before destroying any entities (RUST-1546)
10 Years Ago
Merge from main
10 Years Ago
Progress
10 Years Ago
Added mesh cache (GC free access to vertices, triangles, ...) Added mesh container (simplifies using pooled lists for mesh building) Retired mesh combine extension methods (use mesh container instead) Added threading to foliage, renderer and collider batching systems Eliminated frame rate hiccups from all mesh batching Reduced dynamic memory allocations from all mesh batching
10 Years Ago
Merge from main
10 Years Ago
Mesh batching threading / coroutine optimizations
10 Years Ago
Eliminated WaitForEndOfFrame allocation from Parallel.Coroutine
10 Years Ago
Profiler samples
10 Years Ago
More profiler samples
10 Years Ago
Foliage system optimizations
10 Years Ago
Merge from main
10 Years Ago
Fixed possible race condition in renderer / collider batch threading Optimized all batch refreshes Cleanup
10 Years Ago
Merge from main
10 Years Ago
Cleanup and fixes
10 Years Ago
Tweaks and fixes
10 Years Ago
Mesh batching includes vertex color data
10 Years Ago
Overgrowth material uses foliage shader
10 Years Ago
Moved displacement sampling to common foliage shader include Added temporary displacement to foliage shader