userandrecancel

10,586 Commits over 4,383 Days - 0.10cph!

10 Years Ago
Fixed some GC spam from auto turrets
10 Years Ago
Adjusted bolt action damage so coffecan helmets let you barely survive one headshot (as they did before the damage buff)
10 Years Ago
Increased effective distance of rifle bullets
10 Years Ago
Hopefully fixed a case where the player view direction was not shown correctly to clients (RUST-1154)
10 Years Ago
Deferred mesh decal rollback
10 Years Ago
Fixed several "Cannot play disabled audio source" warnings
10 Years Ago
Enabled sound pooling by default on 64bit systems
10 Years Ago
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
10 Years Ago
10 Years Ago
Entity flag cleanup
10 Years Ago
Added pooling support to storage containers and doors
10 Years Ago
Fixed missing building block placeholder mesh on pooled building blocks
10 Years Ago
Added maxreceivetime convars for pool testing
10 Years Ago
Load balanced destruction of all client side combat entities
10 Years Ago
Server compile fix
10 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
10 Years Ago
Merge from main
10 Years Ago
Some changes for more accurate profiling
10 Years Ago
Deferred entity destruction tweaks
10 Years Ago
Building entities have higher destruction priority than other entities during deferred destruction
10 Years Ago
Building block skin pooling is also load balanced
10 Years Ago
10 Years Ago
10 Years Ago
Fixed server duplicate key exception
10 Years Ago
Entity destruction priority fix
10 Years Ago
Only initialize door animators if required when leaving the pool
10 Years Ago
Fixed onInventoryChanged event being called for every player Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
10 Years Ago
Merge from main
10 Years Ago
Made shit work
10 Years Ago
Server compile fix
10 Years Ago
Merge from player_pooling (disabled by default)
10 Years Ago
Fixed onInventoryChanged event being called every time a shot is fired
10 Years Ago
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
10 Years Ago
ItemIcon NRE fix
10 Years Ago
ItemIcon NRE fix (for real)
10 Years Ago
Enabled entity and player pooling by default on 64bit systems
10 Years Ago
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
10 Years Ago
Eliminated hasEntityMenu computation from ClientInit (slow)
10 Years Ago
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
10 Years Ago
Disabled pool.players by default again (more testing)
10 Years Ago
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
10 Years Ago
MeshReplacement and SkinSet also update the renderer root bone
10 Years Ago
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
10 Years Ago
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
10 Years Ago
Better frame rate independence for fully automatic weapons
10 Years Ago
Keep displayed and reported performance data separately Update FPS counter in menus as well (only exclude menu FPS from reported stats)
10 Years Ago
Compile fix
10 Years Ago
Fixed fucked up variable name in FlameThrower.cs
10 Years Ago
Merge from prerelease, hold on to your GPUs
10 Years Ago
Added two more projectile rejection cases to combat log Hit area in combat log is lower case