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4,192 Commits over 701 Days - 0.25cph!

21 Days Ago
label_fix_2 -> main
21 Days Ago
Ensure labels work for offline members as well (of course they should)
21 Days Ago
label_fix_2 -> main
21 Days Ago
Ensure team member name is valid before trying to load it
21 Days Ago
Create system to emulate if a 'MoveAllItems' call will pass or fail - ugly as hell Display a message to the user if the drone marketplace is full before attempting to do the transaction
21 Days Ago
team_bag_label_fixes -> main
21 Days Ago
Rewrite team bag labels to just use save/load rather than bothering with RPC Refresh all team bags when someone joins or leaves the team Ensure building priv and hammer are required (this was stomped somewhere)
21 Days Ago
gunshot_network_range_improvements -> main
21 Days Ago
Ensure the AK variants have the same sound range as the base ak
21 Days Ago
logs
21 Days Ago
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
22 Days Ago
head_lookdown_debug -> main
22 Days Ago
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
22 Days Ago
decor_lighting_dlc -> main
22 Days Ago
Deployable snapping for the table lamp
22 Days Ago
Deployable snapping for the Mannequin
22 Days Ago
Added snapping to the spotlight
22 Days Ago
Added snapping support to the two types of beanbag
23 Days Ago
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
23 Days Ago
LR and AK can be heard from 500 meters away
23 Days Ago
gunshot_network_range_improvements -> main
23 Days Ago
Restored bolt and l9 to be 700 meters
23 Days Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
23 Days Ago
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
23 Days Ago
main -> gunshot_network_range_Improvements
23 Days Ago
syncvar_load_fix_2 -> main
23 Days Ago
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one Boolean to decide if changing that specific syncvar should invalidate the network cache or not Serverside callback when the server syncvar changes
23 Days Ago
syncvar_loading_fix -> main
23 Days Ago
Stop syncvar autoload only running on the client
24 Days Ago
gunshot_network_range_improvements -> main
24 Days Ago
Remove logs
24 Days Ago
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
24 Days Ago
decor_lighting_dlc -> main
24 Days Ago
syncvar_load_fix -> decor_lighting_dlc
24 Days Ago
Fix some syncvars not loading in properly
24 Days Ago
Add parrelsync so i dont need to redownload the rust project to have two editors
24 Days Ago
zoomitem_nre -> main
24 Days Ago
Prevent zoomitem NRE - check if the sky is null first
24 Days Ago
main -> gunshot_network_range_improvements
24 Days Ago
Fixed a bug causing simple signal broadcast happen when it should be the more complex one More debug logging
25 Days Ago
Set MP5 high for the same reason
25 Days Ago
Every projectile weapon now has a maximum effect distance that the effect can be heard Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
25 Days Ago
Effects can now be provided with a max distance If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance Eg effect will check distance to see if the other player is close enough regardless of default network range
25 Days Ago
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
26 Days Ago
Only show sleepingbag team labels if: Sleeping bag and player are in building priv Have a hammer out
26 Days Ago
more_ui_fixes_3 -> main
26 Days Ago
Fix a problem which would sometimes not display your favourite servers Reduce the amount of search pruning: it was too severe: We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to having these values. This was causing us to excessivly prune search results that didnt need to be pruned.
26 Days Ago
Remove left over log in loading screen
26 Days Ago
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26 Days Ago
more_ui_fixes_3 -> main