userandrecancel

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

6 Years Ago
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6 Years Ago
Clear wire lines before retiring the prefab
6 Years Ago
Pool client wire prefab
6 Years Ago
Fixed deploy delay AH false positives (RUST-161)
6 Years Ago
Improved hunting bow responsiveness / fixed reload cooldown reject during continuous fire (RUST-161)
6 Years Ago
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6 Years Ago
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6 Years Ago
Only do short circuit backtracking on main power slots
6 Years Ago
Added power drain to OR switch
6 Years Ago
Added short circuit backtracking to OR switch (ioentity.backtracking convar, 8 by default, 0 to disable)
6 Years Ago
All IO entities are response limited Adjusted responsetime to 0.1s
6 Years Ago
Added spawn.tick_populations and spawn.tick_individuals (respawn tick rate)
6 Years Ago
StatusLightRenderer is IClientComponent
6 Years Ago
Added StatusLightRenderer for more optimized handling of IO entity indicator lights Converted indicator lights on blocker and memory cell to StatusLightRenderer
6 Years Ago
Optimized IOnPostNetworkUpdate
6 Years Ago
Optimized IOEntity.PostNetworkUpdate (eliminated GC)
6 Years Ago
Rewrote IO entity response limiting (override ResponseLimited to true when desired, currently only ElectricalDFlipFlop and ElectricalBlocker) Moved IO entity network update call so the visual state of the IO entity always fits what has been sent to its children (now also only sends one network update even if the state updates 50 times in one tick)
6 Years Ago
Upkeep debug stuff
6 Years Ago
WHY DO YOU HATE ME PLASTIC
6 Years Ago
Added hurt triggers to elevators so you're killed when they crush you
6 Years Ago
Added parenting trigger to procedural lifts Scene2Prefab launch site
6 Years Ago
Fixed model preprocessing not running on standalone server (and elevator trigger bone attachment not working)
6 Years Ago
Build fix attempt #2
6 Years Ago
Build fix
6 Years Ago
Merge from entity_parenting_elevators
6 Years Ago
Scene2Prefab launch site
6 Years Ago
Scene2Prefab caves
6 Years Ago
Merge from main
6 Years Ago
Made a bunch of model bone related code work on the server as well (required for elevator trigger movement in standalone)
6 Years Ago
Rocket crane lift uses parenting trigger Bone name for lift parenting trigger is inspector variable
6 Years Ago
Cave lift uses parenting trigger
6 Years Ago
Optimized IO entity network update using a fast path packet for only the entity flags (SendNetworkUpdate_Flags)
6 Years Ago
Removed duplicate call to GetPassthroughAmount in IOEntity.UpdateFromInput (tiny optimization)
6 Years Ago
Optimized IOEntity.UpdateFromInput
6 Years Ago
Removed unused method from BaseEntity (accidentally added in 29904)
6 Years Ago
Particle effects that are spawned via the effect library switch their simulation space according to their parent
6 Years Ago
Entities can have child entities in their hierarchy
6 Years Ago
Fixed missing Profiler.EndSample in TeamUpdate
6 Years Ago
Added ocean_patrol_path_iterations convar Added timer / editor loading screen text to ocean patrol path generation
6 Years Ago
Exposed NPC vending machines to SDK prefab list
6 Years Ago
Changed a bunch of shit on cargo ship style 2 from the world layer to the default layer
6 Years Ago
Skin bundle update
6 Years Ago
Skin update
6 Years Ago
Fixed foot IK when crouching
6 Years Ago
Thrown explosives and weapons inherit parent velocity again (only rockets and bullets do not)
6 Years Ago
Forgotten files
6 Years Ago
Fixed HAB falling out of the sky on server restart
6 Years Ago
Fixed foot IK in HAB
6 Years Ago
Dropped items now inherit parent velocity When parenting an entity with a rigidbody, automatically adjust its velocity to local space DroppedItem and TimedExplosive are flagged as physics driven (better interpolation) Hot air balloon parenting trigger ignores debris and ragdoll layers (for now, since the collider also ignores them)
6 Years Ago
Fixed serialization fuckups from the Unity upgrade / downgrade