193,723 Commits over 4,079 Days - 1.98cph!
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin
Will still ensure these trees switch to low LODS if players are high above them
Merge from inputfield_rtl_fix
Fix crafting UI NRE when changing category
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
Increase minimum horizontal distance between vine points (7 -> 9)
Some potential SetAimDirection NRE changes
Remove some busted tea prefab files introduced in
120974
Adjust the armour slot weighting system to more closely line up with the intended random values
Old slots/chance: 0/70%, 1/10%, 2/10%, 3/10%
New slots/chance: 0/50%, 1/25%, 2/15%, 3/10%
Adjusted all crafting teas, standard tea still guarantees 1 slot, advanced guarantees 2 slots and pure increases chance of 3 slots
Added editor only ItemModContainerArmorSlot.TestSlots that outputs results of half a million rolls, can accept a tea bonus value to test out results with different tea levels
LOD3 rebaked textures after optimisation improvements to kit
Throw error if greater > 31 packed SyncVars
New Implementation is done! 🎉
Fixed SourceGenerator not throwing errors properly when looking at field name (invalid string/uppercase starting string)
Fixed "Confusing path at the start of the tier 2 tech tree" and drunk C4 in wb3
Add support for Pack=True/False.
Unpacked SyncVars are sent immediately when changed.
Removed old SyncVar implementation
Successful queue, sending and receiving on new code generator implementation.
Stripped out another overhead byte not needed with our new solution.
Generate byte table inside code generator.
Developer > 2 logging support.
Safety with property setter on the client (throw an exception).
Few more Diagnostics error throws (class > 256 syncvars, Base Class == BaseEntity).
Try & Catch on Syncvar replicate.
Time to fully rip out the old solution.
- Add description
- Make sure stability convar is definitely always restored
- Some cleanup
suffix all store building skins with "Building Skin" to ensure it's clear, they're building skins
fixed missed doprepare on jungle berries
Updated crafting tea shortname
Advanced and pure warming teas
Advanced and pure versions of cooling teas
merge from Jungle_equal_spawns
Missed Files - Code Analysis Dependencies
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
Added Advanced and pure crafting teas
Updated mixing table recipe list
Added advanced and pure harvesting teas - in line with older teas
Updated recipe list
manifest
Tweaked jungle ore node spawn rules
Added dedicated berry and hemp populations for the jungle
merge from feedback_server_version
merge from workshopsource_lwbtransparency
Boleadoras - Updated models textures and icon, looks cool now :)
merge from inputfield_rtl_fix
Bag rename UI RTL support
Minor cleanups
Remove temporary hacks for DButton and IMaterial.GetColor
Clear networking queue on map shutdown, not map init
Fixes clientside errors happening before LevelInit hook not being sent to the server
Remove most of deprecated CSteamAPIContext usage on the client
It is removed entirely in some newer version of Steamworks API
Merge Pull Requests
* Pico optimization for cam.Start2D()
* Added list.GetEntry
Changed the RustInput base prefab input field for a RTLTMP_InputField
Changed crafting menu input field to use RTLTMP_InputField
Added RTLTMP_InputField, inherited by TmProEmojiInputField and can be used by RustInput
Fixed chat input field and chat entries not supporting RTL languages (Arabic, Hebrew)
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
Added more test floor wallpapers
Added TOD based density attenuation