256,144 Commits over 3,990 Days - 2.67cph!

6 Years Ago
▌▋▅▄▌▉▌▊▌▆▋▋▇▊▍▆▉▊▋
6 Years Ago
[D11][#2588] Fixed NRE with SMG attachments
6 Years Ago
[D11] Add request to get user wallet balance
6 Years Ago
[D11] Added toggle for the texture stream debug display
6 Years Ago
[D11][UI][#2589][#2590][#2591] Fixed Issues with weapon attachment panel
6 Years Ago
[D11] Updated pop-up texture + Updated Furnace asset (half max particles and cull distance)
6 Years Ago
Ignore add block broadcast on server (so listen server doesn't add twice)
6 Years Ago
Add voxel block on server before broadcasting it
6 Years Ago
▊█▉▇▅▊ ▆▊▌▇▌▉ ▌█▇▆▆
6 Years Ago
[D11] Define fix
6 Years Ago
Fix incorrect client count in client info message
6 Years Ago
[D11][DTLS] Increased RTT rate for next sequenced RO message, attempt to improve packet flood send speed.
6 Years Ago
Change to #rust_servers
6 Years Ago
Change to #rust_servers
6 Years Ago
Switch WebUtil.Get to use UnityWebRequest (test)
6 Years Ago
Jenkins and Steamworks files
6 Years Ago
Don't wait until next frame to start server on dedicated, this is only needed when running listen server
6 Years Ago
Merge from il2cpp
6 Years Ago
Merge from main
6 Years Ago
don't bother waiting for assets and gamemode to load on dedicated server, this is just for loading screens
6 Years Ago
Create gamemode entity after starting game on dedicated server
6 Years Ago
Try calling SteamClient.Init on dedicated server (probably fixed in later Facepunch.Steamworks update though)
6 Years Ago
Refresh addons before starting game on dedicated server, hopefully fixes gamemodes not being found
6 Years Ago
Widget test WIP
6 Years Ago
Manifest update for vehicle module entities
6 Years Ago
Replicate entity model with replicate attribute instead of RPC Remove functions to get assets from native, no longer used
6 Years Ago
Remove all unreal replication and interp code from base world entity and controllable entity Remove remaining unreal networking code Try to replicate static model entity's model import settings in managed instead of native Fix human player to work with new networking, use human player for block builder gamemode Add missing radius getter to sphere entity Don't send destroy entity message for non replicated entity Send destroy entity message after destroy events, gives entities chance to send any last messages Add IsRegistered to BaseNetworkable, this allows generated rpc and netvar code to bail if entity hasn't spawned yet Add naked version of citizen player model to cut down on load times when clothing isn't necessary Add velocity and flags to server move RPC, allows human player to sync animation with movement velocity and movement state
6 Years Ago
Fix team members not being removed from the model
6 Years Ago
Swap vibration levels around so it's more useful, reduce radius
6 Years Ago
skin approval
6 Years Ago
Compile fix
6 Years Ago
Compile fix
6 Years Ago
No vsync/frame rate limits when benchmarking
6 Years Ago
Fixed exception in LocalizeText
6 Years Ago
TLS fixes (possibly)
6 Years Ago
Log error if manifest download fails
6 Years Ago
Deployed 2b02dce with MkDocs version: 1.0.4
6 Years Ago
Fixed some assets that were creating useless mats on fresh lib.
6 Years Ago
fix tutorial paths rename Tutorials to tutorials
6 Years Ago
Milder bandit town fog. Tuna light shadows using more forgiving settings, less prone to bugging out on certain assets. Bandit town lamp post prefabs have a milder glow. Tweaked falloff on their distance flares. Bandit town S2P.
6 Years Ago
Merge from main
6 Years Ago
Deployed 5f279af with MkDocs version: 1.0.4
6 Years Ago
Deployed 5f279af with MkDocs version: 1.0.4 deploy
6 Years Ago
bullet script functions
6 Years Ago
▌▌█▋▍▅ ▅▊█▄▇█▅▋▅ ▌▄▇▉▍▆█▅▆▉
6 Years Ago
Damage detector is now seismic detector, outputs more electricity the bigger the vibrations Added potentiometer electric component
6 Years Ago
[D11][#2592] Increased lr300 durability to match main
6 Years Ago
[D11][UI] [#2599] Removed blur and disable crafting screen canvases when not needed
6 Years Ago
Fixed NRE in demo playback
6 Years Ago
Spit an error if Manifest is null when ending benchmark