userandrecancel

12,528 Commits over 4,018 Days - 0.13cph!

9 Years Ago
Tweaks
9 Years Ago
Fixed power substation rotations
9 Years Ago
Tweaked power substation terrain adjustments
9 Years Ago
Pylon paths end at border of radtowns (required for big power substation placement)
9 Years Ago
Added map toggles to terrain placement scripts Disabled alpha mask copy for power sub stations
9 Years Ago
Merge from prerelease
9 Years Ago
Merge from prerelease
9 Years Ago
Fixed another invalid decor path (arctic_bushes in forests)
9 Years Ago
ProjectVersion.txt (update your editor to p1 or don't commit this file guys)
9 Years Ago
Made error message from invalid decor less spammy (only logs once)
9 Years Ago
Power substations baseline, still needs work (RUST-1171) Fixed bus stops not shaping terrain (RUST-1170) Some more descriptive error messages when procedural scripts are set up incorrectly
9 Years Ago
Merge from prerelease
9 Years Ago
9 Years Ago
Forced color grading to be enabled
9 Years Ago
Increased min wind
9 Years Ago
Merge from main
9 Years Ago
Fixed invalid decor reference (RUST-1225)
9 Years Ago
Log error when referenced decor folder is empty
9 Years Ago
Compile fix
9 Years Ago
Keep displayed and reported performance data separately Update FPS counter in menus as well (only exclude menu FPS from reported stats)
9 Years Ago
Better frame rate independence for fully automatic weapons
9 Years Ago
Properly reset entity skin when it's changing back to the default skin (happens on pooled wooden boxes)
9 Years Ago
Fixed armored door hatch animation sometimes playing (fuck you Mecanim)
9 Years Ago
MeshReplacement and SkinSet also update the renderer root bone
9 Years Ago
Refresh skinned mesh renderer bone cache when mesh changes (because of gender or race)
9 Years Ago
Disabled pool.players by default again (more testing)
9 Years Ago
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
9 Years Ago
Eliminated hasEntityMenu computation from ClientInit (slow)
9 Years Ago
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
9 Years Ago
Enabled entity and player pooling by default on 64bit systems
9 Years Ago
ItemIcon NRE fix (for real)
9 Years Ago
ItemIcon NRE fix
9 Years Ago
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
9 Years Ago
Fixed onInventoryChanged event being called every time a shot is fired
9 Years Ago
Merge from player_pooling (disabled by default)
9 Years Ago
Server compile fix
9 Years Ago
Made shit work
9 Years Ago
Merge from main
9 Years Ago
Fixed onInventoryChanged event being called for every player Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
9 Years Ago
Only initialize door animators if required when leaving the pool
9 Years Ago
Entity destruction priority fix
9 Years Ago
Fixed server duplicate key exception
9 Years Ago
9 Years Ago
9 Years Ago
Building block skin pooling is also load balanced
9 Years Ago
Building entities have higher destruction priority than other entities during deferred destruction
9 Years Ago
Deferred entity destruction tweaks
9 Years Ago
Some changes for more accurate profiling
9 Years Ago
Merge from main
9 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)