199,256 Commits over 4,140 Days - 2.01cph!

7 Years Ago
Fix for unsafe LOD prefab creation. This means we'll need to fix the rig cache or something to allow skinned meshes to be streamed.
7 Years Ago
Fix for hooking up outline objects for streaming LODs
7 Years Ago
Fix for GameManifest-generate's client/server check
7 Years Ago
Senses jobs crap
7 Years Ago
Fixed issue where destory queue is not being processed because of an early out.
7 Years Ago
fixed RoundFloatToInt / physgun snapping
7 Years Ago
[D11] Network logging improvements for the server. Introduced command-line managed verbosity levels.
7 Years Ago
Don't parent player model for NPCs and other players (same behaviour as the local player)
7 Years Ago
Fix for unlock_all not making all items available at the crafting station
7 Years Ago
[D11] Main Menu selection cursor now has an anchor point to accommodate resolution changes
7 Years Ago
Network++ Save++
7 Years Ago
NRE check in BasePath. PlayerModel applies rotation in world space. Improved behavior for NPCs on the custom A* pathfinder when they lose sight of player. Tweaks to position setting for NPCs when they are parented / on Cargo Ship.
7 Years Ago
dispose of auth token when we're done with it. basic spreading of client bot updates across frames. bot connect button now creates and connects 500 clients instead of 10
7 Years Ago
increased max server client connections from 1k to 5k
7 Years Ago
Projectiles don't inherit parent velocity if hitscan
7 Years Ago
missing nipple fix
7 Years Ago
Improved client entity velocity estimate
7 Years Ago
TakeFromDispenser checks if we actually have an Items component
7 Years Ago
Disabled Create Hunting Party ability and made Talk To ability check if our target is disabled
7 Years Ago
Island 1 quarries
7 Years Ago
Fix for RUST-205 - Players forced to jump to walk through middle cargo containers
7 Years Ago
Fix
7 Years Ago
More
7 Years Ago
Trying to only call OnPostDeserialize on NetworkEntityBehaviours when the mask matches them. Seems to work OK in basic testing.
7 Years Ago
setup basic interaction stuff on unit trophies prefab
7 Years Ago
Merge team deathmatch changes
7 Years Ago
OK, ReadyPlayerSelections DOES need to be a ulong UserID. NetworkUsers don't always arrive on the client before the game mode deserialize. Easier to store a userID than to find the actual user object immediately and try to guarantee the order.
7 Years Ago
Optimized dynamic occludee bounds refresh; switched to sequential split-freq model Fixed motion blur and culling-related popping issues on cargo ship
7 Years Ago
Backup
7 Years Ago
Just refactoring into some better code
7 Years Ago
Fix game modes serializing way more than necessary due to some old code that was made obsolete
7 Years Ago
more msg handler fixes
7 Years Ago
update skybox shader/ cloud texture
7 Years Ago
standalone server fix
7 Years Ago
msg handler fix and connect with delay
7 Years Ago
Removed all static events, variables and methods from GameClientInternet and refactored all references so that we can use multiple instances of it going forward. Added a temporary InternetClientProxy static class that redirects everything to a GameClientInternet instance, because everything expects a valid reference at startup.
7 Years Ago
Revert gang trigger
7 Years Ago
gui_loading
7 Years Ago
Update serialization, cleanup, other stuff
7 Years Ago
reenabled sound
7 Years Ago
[D11] Re-enable notifications after solving zip files
7 Years Ago
Almost done...
7 Years Ago
Fixed the default capped value on stats not accounting for % modifier. Made stats debug panel less crazy when dealing with modified stats.
7 Years Ago
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7 Years Ago
potential fix for all player types animating with a parent
7 Years Ago
BaseEntity velocity getters return the correct velocity for the local player
7 Years Ago
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7 Years Ago
Everything's converted to GetManager<T>
7 Years Ago
[D11] Turn off notifications while I work out some kinks
7 Years Ago
Using GetManager<T>