193,713 Commits over 4,079 Days - 1.98cph!
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
Optimisation on jungle concrete walkways (LOD3 bake pending)
merge from phraseupdate_improvements
Include Microsoft.CodeAnalysis
Initial Source Generator setup
Do not try to build this yet
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
Can now cancel the phrase update process
Improved the loading bar info, giving more context
Cleanup
Server browser, sidebar and start of table