122,296 Commits over 4,048 Days - 1.26cph!
Started wiring settings menu
Change UI_Context_scene to match the new menu reference resolution
Bootstrap scene: new UI and localization
Restored explosion radius
Add Autosave system. SyncVars marked as Autosave will automatically be injected into Save/Load methods so no need to write protobufs.
Coconut gloves compatible with Snow Jacket and Bunny Onesie
Wallpaper splash damage enabled on propane bomb and satchel
Fixed radius
Rockets and C4 splash damage wallpaper through walls
- Added logging for the Heap, Stack and GC (more to come)
- Data is no longer written to the file every frame inside update(). Instead its being saved into a list and
written into the file when stoplogging() is called.
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Input fields character limit tweaks for player report, bug report and crafting ui
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter
- default to only using HV rockets
- hold 'R' to open radial menu to switch ammo (similar to guns)
- switching ammo doesn't trigger reload, it only chooses what rockets are prioritized
Press 'R' to trigger manual reload of attack helicopter rockets
- same as reload when you use full volley of rockets
- won't reload if you have 6/6 rockets available to shoot
Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu
- at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate
- clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
merge from neonsigns_newinputs
When frames have the same power amount, the last updated frame takes priority
Improve handling of null meshes in RustRenderer auto conversion
- Neon sign side inputs cost the same power as the main input
- Side inputs add active usage only if the main input isnt used
- Fixed frame not being updated when a side input lose power if there is power on another frame
Grow block allocations exponentially because linearily wastes more buffer space.
Implement ArrayEx.RemoveAt* utility functions
Added first iteration of wood materials for the wallpapers, and updated some others
Updated Command Block Model, Prefabs and Material
Added Command Block Textures
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arrow ammo bucket blockout
Fixed incorrect prefab setup in schizo trees
Issue with schizolobium FBX names
Fixed the issue causing incorrect ordering + colouring of available mixing/cooking table items based on ingredient availability, only when in standalone builds.
merge from jungle_update_improvements
Updated schizolobium colliders
Replaced mirrored corner piece after merge from main
merge from main
121401 to jungle update improvements
outboard motor blockout update
Fixed being able to place floating signs with a ladder on top of a tugboat
Replaced corner mezzanine piece in zigg due to inverted scale
Floating cities greybox progress
Adjusted the pickup volumes for all the shelves.
- Should now be able to pick up shelves if deployables like the TC is placed as close as possible.
merge from ballista_disablelegs_fix
Inventory, Limited & General Skins icon bluring
Updated source generator to support event generation.
Ensured our attribute matches this
More tests in the legacy shelter
Fixed doorway wallpaper conditional model issues