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105,877 Commits over 3,806 Days - 1.16cph!

9 Years Ago
Beacon & f1 grenades - Added hold state & anim while aiming so you dont look like a mannequin SMG - dryfire fix Salvaged sword - fixed snapping on hit reactions
9 Years Ago
BLOOD, BLOOD, BLOOD https://www.youtube.com/watch?v=PXBBGjUjy2c
9 Years Ago
Clear the pool after loading a save Added server.poolclear, client.poolclear Network write implements a generic stream Network entities via steam instead of creating bytes
9 Years Ago
Added server.pool, client.pool Fixed ragdoll spazzy Fixed player animation weirdness Added Facepunch.ByteConvert (convert bytes <-->vars without allocations) Protobuffers MemoryStream allocations are pooled Protobuffers use Facepunch.ByteConvert instead of allocating BinaryWriters Protobuffer Key class switched to a struct
9 Years Ago
Missing explosives boxes.
9 Years Ago
Extended the bush billboard range so that they don't disappear so soon at the lowest settings. Savas: Can no longer build right on top of the construction hut. C4 hut has faster respawn.
9 Years Ago
Rocket Launcher - fixed snapping when going to ironsight, added dryfire sounds Hammer - smoothed out anim speeds Bow - Made viewable again, fixed popping on drawn idle loop, improved transition when cancelling arrows
9 Years Ago
Fixes
9 Years Ago
More fixes
9 Years Ago
Fixes
9 Years Ago
Fixes
9 Years Ago
status console command should never crash
9 Years Ago
First OOM exception also has the OOM tag set
9 Years Ago
Pooling Fixes/Tweaks
9 Years Ago
Dump contains number of batched colliders Added batching.status console command
9 Years Ago
Reduced the cost, increased the health of roof blocks
9 Years Ago
Save loading fuckup
9 Years Ago
Network++ Deserialize protobuffers using streams (gc--)
9 Years Ago
Impact path decal/FX.
9 Years Ago
Added scrary as fuck object pooling to ProtocolBuffers, which touches every inch of code
9 Years Ago
New grass impact FX.
9 Years Ago
Grass impact decal
9 Years Ago
No using System.Collections.Concurrent
9 Years Ago
Run GC before the loading screen disappears (join, respawn)
9 Years Ago
Forest impact decal/FX
9 Years Ago
Protobuf update
9 Years Ago
Protobuf update
9 Years Ago
Protobuffer CodeGenerator update
9 Years Ago
Profile PlayerLoot.SendUpdate()
9 Years Ago
Fix looting corpses from any distance
9 Years Ago
Effect changes compile fix Spawning effects with DecalRecycle is also okay (not just EffectRecycle)
9 Years Ago
fireballs use proper sound balancing (no dynamic memory allocations, no physics calls, better performance)
9 Years Ago
Reworked EffectRecycle to also perform action on effect destroy (parent detach etc) Ragdolls properly inheret all effects that were parented to its parent Don't spawn effects that don't have a EffectRecycle component (because they don't get destroyed!)
9 Years Ago
Fixed warning in Gib class
9 Years Ago
Merge from collider-batching (beware dev servers, hide yo savegame backups)
9 Years Ago
Pool allocator clear resets allocation counters
9 Years Ago
Merge from main
9 Years Ago
Cleanup
9 Years Ago
Pool allocator improvements
9 Years Ago
Log NPC deaths (debugging) Added GC collections to server console TimeWarning highlights if a GC occured inside it Tweaked NPC metabolisms Reduced aihandlerms to 5ms by default (from 50) Hide "Skipping profile frame..." in server console Reduced footstep effect distance (test) Increased calorie consumption Fixed sleeping player models not showing in TestLevel (cuz they were technically dead)
9 Years Ago
Batch all colliders after loading a save
9 Years Ago
Unity 5.2.1f1 https://unity3d.com/get-unity/update
9 Years Ago
snow, dirt, sand decals and impact FXs.
9 Years Ago
Reenable child collider when it leaves a collider batch
9 Years Ago
Merge from main
9 Years Ago
Cleaned up gib spawning mess (made gibs bypass prefab preprocessing and caused huge effect spam)
9 Years Ago
Switch to non-batched colliders when a collider is destroyed (until the next batching update has been processed)
9 Years Ago
Snow and Sand decals and impact FX's
9 Years Ago
Added proper AI obstacles to building pieces
9 Years Ago
GameTrace uses pool allocator lists instead of lambdas RaycastHit batched collider extension methods never return null