userlamalovecancel

3,319 Commits over 2,710 Days - 0.05cph!

3 Days Ago
Merge from main
3 Days Ago
Refactor how files (paintings, cassettes, etc) are keyed internally Fixes signs with the same contents (uploadsign) being cleared unexpectedly
4 Days Ago
Remove support for direct connections to the Rust+ websocket, not used anymore
4 Days Ago
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4 Days Ago
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5 Days Ago
Fix halloween dungeon having no map, fix missing pieces of the map in the xmas dungeon
5 Days Ago
Fix dungeon network groups misaligned with the spawned dungeons on some map sizes
5 Days Ago
Fix distance flares getting (permanently?) stuck off sometimes
6 Days Ago
Apply the same hierarchy flattening from S2P on all prefabs in PrefabPreProcess (only at bundle time, skipped in editor by default) Fix some edge cases in the hierarchy flattening logic
6 Days Ago
Auto adjust jobs thread count when changing CPU affinity
7 Days Ago
Merge from main
7 Days Ago
WIP fixes
8 Days Ago
LightGroupAtTime optimization pass
10 Days Ago
Merge from grid_optimizations
10 Days Ago
Grid optimizations * Replace Stopwatch.Elapsed.TotalMilliseconds usages with a wrapper around Stopwatch.GetTimestamp() * LODGrid and WorldGrid more accurately track which cells to refresh based on camera movement * RendererGrid now tracks dirty cells instead of polling all for changes
13 Days Ago
Replace the protobuf code generator exe in the repo The external bat/sh files will use the included csproj to build and run the same protobuf code the editor uses You'll need .NET SDK 8 or newer installed for it to run
14 Days Ago
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14 Days Ago
Add support for clearing Rust+ auth to smart entities from in game
24 Days Ago
Fix benchmarks not bypassing fps.limitInBackground Fix never removing anything added to TriggerBase._allTriggerBase Fix Rust.Registry.Entity._dict leak when switching scenes (disconnecting from server etc) Add BaseEntityChild to player_collision.prefab so its transform is removed from the registry when destroyed
25 Days Ago
Fix SoundManager accumulating scheduled sounds past their start time (potentially forever, in some scenarios?)
35 Days Ago
Automatically upload item icons to CDN when exporting them for Rust+
39 Days Ago
Merge from rustplus_custom_monument_markers
39 Days Ago
Send custom monument marker names to Rust+ properly
41 Days Ago
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41 Days Ago
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45 Days Ago
Rust+ item export script tweaks, remove duplicate goldframe.xl translation with different key casing
54 Days Ago
Add support for Rust+ to kick players from our team (or yourself to leave the team) Also fixes a couple unrelated bugs
56 Days Ago
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56 Days Ago
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56 Days Ago
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2 Months Ago
Update FP.Nexus (prefer AssignedZoneKey over ConnectZoneKey for player client)
2 Months Ago
Merge from nexus_fixes
2 Months Ago
Tag servers with nexus enabled with `nexuszone` (`^x`) Hide zone servers from the server list (disable with nexus.hideZones) Expose nexus info in A2S rules response when nexus is enabled
2 Months Ago
Fix map button not enabling on the connect modal for the nexus path
2 Months Ago
Fix nexus map squishing after those changes
2 Months Ago
Nexus connect modal fixes
2 Months Ago
Fix MaxPlayers being wrong after my changes
2 Months Ago
Merge from nexus_fixes
2 Months Ago
Mark classes used for the nexus server browser as JSON models so they don't get mangled by the obfuscator
2 Months Ago
Merge from nexus_fixes
2 Months Ago
Codegen
2 Months Ago
Merge from main
2 Months Ago
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
2 Months Ago
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things Depends on entity bounds which should be correct (hopefully always)
2 Months Ago
Ferry reliability improvements: * Prefer online, not full zones on its schedule * Retire ferries if they have no valid server to go to anymore * Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip * Fixed a few bugs with the ferry terminal's ETA signs * Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
2 Months Ago
Add nexus.hideFullIslands to automatically disable transferring to islands the server knows is full
2 Months Ago
Automatically skip queue for players who just transferrred to the server Transfer protection only lasts a few minutes which would be eaten up by a queue, causing flying helicopters to crash and other vehicles to become lootable
2 Months Ago
Include basic nexus info in analytics
2 Months Ago
Allow viewing maps for each zone/server in the nexus too if it is set
2 Months Ago
Implement connecting to nexus servers from the connect modal Automatically select the starter zone if there is only one choice Hide connect button until a starting zone is selected (if needed) Client-side nexus tag for easily identifying which servers are nexus clusters Fix zone list not hiding fully on the connect modal