branchrust_reboot/maincancel

29,281 Commits over 3,683 Days - 0.33cph!

5 Years Ago
Unregister entity from entity registry as the last thing in DoEntityDestroy (otherwise GameObjectEx.ToBaseEntity can yield incorrect results on parented entities when destroying)
5 Years Ago
fixed missing first person projectile visibility 'spheres' (easier to see where you're shooting) on most projectiles tracers are now 1/4 length
5 Years Ago
explosive ammo can be heard much farther away (quieter distance sound) explosive ammo causes weapons and silencers to lose condition faster small gc reduction from checking for silenced weapons
5 Years Ago
minicopters now decay when indoors at half the outside rate (instead of lasting forever)
5 Years Ago
Unload certain large static prefabs after loading the map
5 Years Ago
Super potato quality setting (test)
5 Years Ago
improved flashlight effect wall clipping
5 Years Ago
improved laser effects thompson can now take flashlight and lasersights protocol++
5 Years Ago
underwater crates untie in half the time can only access minicopter fuel if pilot or engine off can recycle empty cans water jug can go into fridges salvaged axe harvests more animal flesh
5 Years Ago
tightened up minicopter collision shape
5 Years Ago
Added forceposition convar (toggle player snapback when position is rejected by AH, only recommended for testing)
5 Years Ago
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5 Years Ago
Added debris to walls and doors to block placement of new walls and doors for 30 seconds after they have been destroyed
5 Years Ago
Added debris entity system to block placement of new entities after an entity has been destroyed (debrisdespawn convar, default=30s)
5 Years Ago
Prefab ID fixes
5 Years Ago
Added TerrainDistanceMap to CraggyIsland as a test
5 Years Ago
Added TerrainDistanceMap
5 Years Ago
Added EncodeVector2i / DecodeVector2i to BitUtility
5 Years Ago
Moved Vector2i, Vector2b, Vector3i, Vector3b to Facepunch.System
5 Years Ago
Better 33224
5 Years Ago
Optimized buoyancy cpu path; now 35% faster Protocol++
5 Years Ago
Fixed ores spawning inside hilltop rocks to finally shut up holmzy
5 Years Ago
EAC SDK update, third attempt
5 Years Ago
TOD_Rays and TOD_Scattering are client only components
5 Years Ago
Subtracting 33207, 33208, 33210
5 Years Ago
Fixed shadows not always highest quality in edit-mode
5 Years Ago
Test for Alistair
5 Years Ago
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5 Years Ago
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5 Years Ago
Fixed some issues related to graphics.waves
5 Years Ago
Added client and admin-only graphics.waves console toggle to profile ocean wave performance
5 Years Ago
Second pass ocean client/gpu-side optimization
5 Years Ago
First pass ocean client/gpu-side optimization
5 Years Ago
Changed LightLOD to skip fading shadows via shadowStrength (currently remapped to area shadow size)
5 Years Ago
Added Distance Flare LOD component Modified FX/Additive billboard shader for smooth fade-in/out
5 Years Ago
Player cull/visibility fallback set to always visible for now
5 Years Ago
Fixed water dynamics client gpu path not disabled on q=0
5 Years Ago
skin approval
5 Years Ago
Optimized item skin list loading (when selecting items in the crafting menu) Updated Facepunch.Steamworks
5 Years Ago
Fix compound static refinery one user
5 Years Ago
Distance flares, light occlusion and distance fading into radtown proplight prefabs.
5 Years Ago
Fixed light DistanceFlares being all the wrong color. Compound lightig backup.
5 Years Ago
More proper fix for river sink
5 Years Ago
Fixed boats sinking on rivers (derp); protocol++
5 Years Ago
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5 Years Ago
Don't play stash hide / unhide sound when it spawns on the client
5 Years Ago
Fixed a problem with corpses spawning partially inside stuff
5 Years Ago
fixed deployed sirenlight emission