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32,247 Commits over 4,048 Days - 0.33cph!

9 Years Ago
Collectable pickup sunds for mushrooms, stones, and stumps Research table sounds More sound tweaks & polish
9 Years Ago
lr300 spawn tables lr300 balance
9 Years Ago
beds are actually pickupable again
9 Years Ago
fixed player twitching into sleep anim when he jumps in / out of the water tweaked the materials for all of the weapon addons and the m249 (they look more metallic now)
9 Years Ago
Set sound modulator value to 1 when fetching new modulators from the pool
9 Years Ago
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
9 Years Ago
Disabled pool.players by default again (more testing)
9 Years Ago
Fixed distorted water reflections in rivers (RUST-1248)
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
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
Merge from cs16176 damage control branch
9 Years Ago
Entity destruction priority fix
9 Years Ago
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9 Years Ago
9 Years Ago
tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists tweaked the lr300 reload animations
9 Years Ago
Fixed server duplicate key exception
9 Years Ago
bed pickup disabled/NRE Fixed protocol++
9 Years Ago
can pick up sleeping bags and re place them phrases
9 Years Ago
merge into main
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
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber) Cleaned up shader code, paving the way for upcoming hair shader Nuked deferred reflections shader
9 Years Ago
Deferred entity destruction tweaks
9 Years Ago
Some changes for more accurate profiling
9 Years Ago
tightened up the animations on the LR300 reload / deploy added a new reload animation for LR300 tweaked the sights on the LR300 so they sit lower and line up better
9 Years Ago
Optimized entity realm list access on both client and server (FindInGroup + GetEnumerator)
9 Years Ago
Server compile fix
9 Years Ago
Load balanced destruction of all client side combat entities
9 Years Ago
Added maxreceivetime convars for pool testing
9 Years Ago
Fixed missing building block placeholder mesh on pooled building blocks
9 Years Ago
made some code changes to allow the LR300 to hide the ironsights when a holosight / scope is attached
9 Years Ago
Improved skin brdf sss quality by fixing omission; touched relevant shaders
9 Years Ago
LR300 ass rifle viewmodel / worldmodel prefabs + sounds
9 Years Ago
Deprecated TerrainPaint script
9 Years Ago
Added pooling support to storage containers and doors
9 Years Ago
Entity flag cleanup
9 Years Ago
9 Years Ago
Added ResetState to BaseNetworkable (meant to reset entity to instantiation state)
9 Years Ago
Fixed stretched river flows in hapis island (RUST-1036)