userandrecancel

12,539 Commits over 3,806 Days - 0.14cph!

9 Years Ago
Fix for RUST-600 (Cannot change GameObject hierarchy while activating or deactivating the parent)
9 Years Ago
Fix for RUST-631 (Armored foundation steps gives adjacent foundation transparent side(s))
9 Years Ago
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9 Years Ago
Entities that haven't called spawn yet are valid as well (makes more sense for some existing code)
9 Years Ago
Compile fix (CLIENT && !SERVER)
9 Years Ago
Test: Don't check isSpawned when verifying the entity state while loading a save
9 Years Ago
Test: Set isDestroyed at the end of the entity deletion
9 Years Ago
Full Petur rollback
9 Years Ago
Full Petur rollback
9 Years Ago
Compile fix (CLIENT && !SERVER)
9 Years Ago
Added GameManager.Destroy (verifies entity state and logs error if it's corrupted) Replaced a shitton of GameObject.Destroy and Object.Destroy calls with GameManager overloads
9 Years Ago
Moved blood package to third party folder
9 Years Ago
Fixed being unable to repair external walls, metal embrasures and window bars
9 Years Ago
Some pain relief for modders (you should still call UpdateSkin after SetGrade on building blocks)
9 Years Ago
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9 Years Ago
Fixed potential exception in ColliderBatch / RendererBatch
9 Years Ago
Fix for Rust-619
9 Years Ago
Experiment: Building blocks have placeholder geometry + collider until skin is initialized
9 Years Ago
Removed deprecated ConstructionGrade collision override
9 Years Ago
Fixed building skin / socket error when leaving network cell
9 Years Ago
Manifest
9 Years Ago
Merge from conditional_models_2
9 Years Ago
Merge from conditional_models_2
9 Years Ago
Tweaks and fixes
9 Years Ago
Retired Construction Skin layer entirely
9 Years Ago
Building deployable updates (retired Construction Skin layer)
9 Years Ago
Wind generator uses SimpleBuildingBlock
9 Years Ago
External walls and window bars use SimpleBuildingBlock
9 Years Ago
Building skin updates (empty child object culling)
9 Years Ago
Building prefab updates (now using PreviewMesh for editor preview)
9 Years Ago
Server Cull / Client Cull game object tags work once again
9 Years Ago
Retired ConstructionCollision
9 Years Ago
Editor construction prefab preview
9 Years Ago
Merge from main
9 Years Ago
Fixed assert spam when leaving play mode in the editor
9 Years Ago
Only toggle batch children when required
9 Years Ago
Dedicated server compile fix
9 Years Ago
Client side entity game object destroys are load balanced when leaving a network group
9 Years Ago
Deferred actions carry a priority value that determines when they'll be executed
9 Years Ago
Fixed corpse ragdolls snapping to world origin
9 Years Ago
Unfucked entity creation / destruction events Made entity destruction a lot faster (or that's what the editor wants me to believe)
9 Years Ago
Fixed PrefabInstantiate culling itself in standalone builds (I think)
9 Years Ago
Fixed invisible static bushes
9 Years Ago
Client side tree meshes are now managed by the tree entity (fixes occasional invisible trees)
9 Years Ago
Added convars for all the different places pooling is used in Disabled sound prefab pooling by default (all the others remain enabled)
9 Years Ago
Planner traces ignore triggers Planner uses rust namespace defines instead of LayerMask.GetMask
9 Years Ago
Fix for "Cannot change GameObject hierarchy while activating or deactivating the parent."
9 Years Ago
Landmine max placement distance is 4 (same as other traps)
9 Years Ago
ProjectVersion
9 Years Ago
Made pool.prefabs and pool.assets console commands take an optional filter argument