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5,973 Commits over 974 Days - 0.26cph!

1 Year Ago
il_postprocessor_build_fix -> main
1 Year Ago
main -> new_menu
1 Year Ago
syncvar_ilpostprocessor_hook -> main
1 Year Ago
Revert file change
1 Year Ago
Dont print anything on weaving success - only failure Wrap lots of weaver variables in using statements to help prevent any leaks/issues in the future
1 Year Ago
Include editor
1 Year Ago
jungle_floor_shadow_proxy -> main
1 Year Ago
Fixed jungle floor shadow proxy. Parse object name in highlights to remove the shadow proxy cube
1 Year Ago
Only create new stopwatch if we need to
1 Year Ago
Remove editor menu item - doesnt work well with il post processor (as expected)
1 Year Ago
Make stop watch static. Add editor menu item to show weaving performance information (time taken to weave etc)
1 Year Ago
Cleanup, and more server defines checks
1 Year Ago
metabolism_compile_fix -> main
1 Year Ago
Compile fix
1 Year Ago
player_metabolism_tick_accuracy -> main
1 Year Ago
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1 Year Ago
syncvar_demo_fix -> main
1 Year Ago
shallow_water_slowmotion -> main
1 Year Ago
chippy_repair -> main
1 Year Ago
sleeping_bag_offcentre -> main
1 Year Ago
Populate existing filters with defaults on init
1 Year Ago
Setup search filtering 'show full', 'show empty' and text search now working Checkbox setup More exposed values in RustButton (toggle enable, disable and changed)
1 Year Ago
Update server category text every few seconds when inside a specific category Setup category button text on each one and link them into the page
1 Year Ago
Increased overall size of server description Ensured server connector description space is large enough to scroll properly Fixed dodgy background on server connector Remove logs
1 Year Ago
Fix a bug preventing the rotation arrow from restarting
1 Year Ago
Tie the state of the refresh button to the current ogoing search
1 Year Ago
Fixed bugs with flex virtual scroll. Use a top and bottom flex spacer to spread out viewport content
1 Year Ago
Ensured Demo message types is up to date with our current network list Thanks Daniel!
1 Year Ago
main -> syncvar_demo_fix
1 Year Ago
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
1 Year Ago
missed settings
1 Year Ago
Strip source generator depdencies from build
1 Year Ago
Use a proper trace for water level checks rather than arbirarily looking an ocean values
1 Year Ago
Stop bicycle showing fuel interaction prompt
1 Year Ago
Always ensure terrain pushback is off when starting a spinout
1 Year Ago
Missed files
1 Year Ago
Setup better item height Applied to main menu prefab
1 Year Ago
Fixed non tagged servers from throwing an NRE Adjusted scrollbar width
1 Year Ago
Better connection modal animation
1 Year Ago
Found and increased a bunch of other heights: orbit, death, patrol etc
1 Year Ago
Increase Patrol Helicopter ride height by 10 meters so it doesnt clip into jungle trees
1 Year Ago
Weaving time reduction to 1.6 seconds
1 Year Ago
Rewrote weaver with Burst ILPostProcessor Booleans to enable/disable old weaving setup
1 Year Ago
Rename delta to be more clear
1 Year Ago
Missed file
1 Year Ago
Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway. Fixed By: Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.
1 Year Ago
syncvar_improvements -> main
1 Year Ago
Use deferred reading mode Brings weaving time down to 2.15~ on average
1 Year Ago
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds Only include precompiled assembly paths Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
1 Year Ago
Prevent slow-motion gibs for large structures destroyed in shallow water Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour). Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.