reporust_rebootcancel

142,265 Commits over 4,413 Days - 1.34cph!

1 Year Ago
Updated crafting tea shortname
1 Year Ago
Advanced and pure warming teas
1 Year Ago
Advanced and pure versions of cooling teas
1 Year Ago
merge from Jungle_equal_spawns
1 Year Ago
Missed Files - Code Analysis Dependencies
1 Year Ago
Roslyn Compiler setup for SyncVars working (auto property generation) Not adding to queue etc yet. Seperated .csproj to seperate directory since Unity keeps forcing .NET Framework
1 Year Ago
Added Advanced and pure crafting teas Updated mixing table recipe list
1 Year Ago
Added advanced and pure harvesting teas - in line with older teas Updated recipe list manifest
1 Year Ago
Tweaked jungle ore node spawn rules Added dedicated berry and hemp populations for the jungle
1 Year Ago
merge from feedback_server_version
1 Year Ago
merge from workshopsource_lwbtransparency
1 Year Ago
Boleadoras - Updated models textures and icon, looks cool now :)
1 Year Ago
merge from inputfield_rtl_fix
1 Year Ago
Bag rename UI RTL support
1 Year Ago
Changed the RustInput base prefab input field for a RTLTMP_InputField
1 Year Ago
Changed crafting menu input field to use RTLTMP_InputField
1 Year Ago
Added RTLTMP_InputField, inherited by TmProEmojiInputField and can be used by RustInput
1 Year Ago
Sea mines...
1 Year Ago
Fixed chat input field and chat entries not supporting RTL languages (Arabic, Hebrew)
1 Year Ago
Setup syntax receiver
1 Year Ago
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
1 Year Ago
projection madness
1 Year Ago
Fixes
1 Year Ago
Added more test floor wallpapers
1 Year Ago
Added TOD based density attenuation
1 Year Ago
FX
1 Year Ago
Optimisation on jungle concrete walkways (LOD3 bake pending)
1 Year Ago
merge from phraseupdate_improvements
1 Year Ago
Safe deployable
1 Year Ago
Spikes!
1 Year Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
1 Year Ago
Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
1 Year Ago
Can now cancel the phrase update process Improved the loading bar info, giving more context Cleanup
1 Year Ago
Server browser, sidebar and start of table
1 Year Ago
merge from selectionhistory_improvements
1 Year Ago
Can drag and drop entries
1 Year Ago
fix reversed noise channel order
1 Year Ago
Right clicking an entry only pings it and doesn’t select it
1 Year Ago
Give queue back to the pool if its empty (after sending)
1 Year Ago
Selection history window: - Added a setting to the to enable/disable duplicate entries - Added a search bar - Some optims
1 Year Ago
merge from selectionhistory_improvements
1 Year Ago
Fixed bitmask read using too small a bit count
1 Year Ago
Code cleanup
1 Year Ago
Remove client -> server syncvars
1 Year Ago
main -> syncvars
1 Year Ago
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1 Year Ago
Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
1 Year Ago
Update: Merge prefab loading and preprocessing to run concurrently Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame Tests: ran procgen with early out
1 Year Ago
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
1 Year Ago
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles