241,266 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Fixed duplicate colliders on some picture frames (RUST-1184)
8 Years Ago
Fixed glow around player preview (RUST-1179) Converted player_preview lights to spot instead of direct Added SMAA to player_preview
8 Years Ago
Improvecd collision mesh setup in BuildingViewUtility
8 Years Ago
Performance UI widget (f8)
8 Years Ago
Profiler hooks in ECMs
8 Years Ago
Linear again
8 Years Ago
EntityComponentManagers for Agent, Senses, Stats, Effects, and Combat Removed SimTick from Entity and IEntityComponent
8 Years Ago
Improved skinned mesh collider performance by doing a trivial reject against the mesh bounds
8 Years Ago
8 Years Ago
Hunch Bunch
8 Years Ago
Metas
8 Years Ago
Added BaseEntityComponent, cleaned up derived types
8 Years Ago
Network++
8 Years Ago
Removed metal shopfront item (not ready for prime time yet, subtract this when it is)
8 Years Ago
Grenade wall placement uses spherecast, less range
8 Years Ago
Fixed projectiles very rarely breaking / sticking with break / stick probability of zero
8 Years Ago
Grenades don't do splash damage to constructions when attached to construction (balance, exploits)
8 Years Ago
8 Years Ago
Added combatlogsize server convar
8 Years Ago
Drop default music volume a bunch Enable music by default Add console vars to set gap between songs (music.minSongGap and music.maxSongGap) Reduce default gap between songs Start music when intensity is raised and no music is playing Don't play songs if music volume is turned down all the way
8 Years Ago
reverted enviroment prefab
8 Years Ago
Tinkering
8 Years Ago
tree stand in
8 Years Ago
manifest and more
8 Years Ago
Nuked deferred reflections; saved ~1 ms/frame on gtx 960 at 1920x1080 Moved base deferred pass indirect spec to main/directional deferred lighting pass Force disabled reflection cube projection and blending for that extra bit Touched all affected shaders
8 Years Ago
lighting update 2
8 Years Ago
1 biome to go
8 Years Ago
lighting update
8 Years Ago
Removed Late and FixedTick from Manager + ECS Moved LateTick stuff from Animation to UnitView (cc frankieh)
8 Years Ago
SensesManager budget
8 Years Ago
double barrel shotgun viewmodel animations + sound effects
8 Years Ago
Grenades can be dropped with right click When looking at constructions, grenades are attached to them when dropped with right click Network++
8 Years Ago
Cleaned up SensesManager
8 Years Ago
EntityManager budget is const
8 Years Ago
UDM.FilterBehaviourTargets profiler hooks
8 Years Ago
Senses budget tick and stuff IntVector2.Distance in TestUnitPerception
8 Years Ago
vm grenade source updates
8 Years Ago
Grenades stack to 5
8 Years Ago
small distance calc optimisation
8 Years Ago
IsPerceivable exit early
8 Years Ago
Latest beep
8 Years Ago
Adjusted some throwable damage types to be the same as for their corresponding melee strikes Thrown items lose condition on impact and break when their condition is zero Thrown items no longer randomly break and disappear (only break when their condition is zero)
8 Years Ago
FOR FUCK SAKE bouncer trailer !A trail texture/material
8 Years Ago
setting is turning to false is is moving is true to the units trying to rotate to face something but never managing to finish it so walking sideways or backwards added eat trigger for eating single items like berrys setup berry bush to use the animation to eat insted of gather (uses wait to stop the animation from ending too early)
8 Years Ago
Twig building tier takes damage from arrows
8 Years Ago
Fix for RUST-1168
8 Years Ago
Safe exchange shopfront models/LODs/Gibs/COLs & Prefabs
8 Years Ago
Cast cache ActionState
8 Years Ago
Cache AI module condition state on Agent each simtick Profiler shit
8 Years Ago
atmos piece 25 added