121,929 Commits over 4,048 Days - 1.26cph!
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
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
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
merge from selectionhistory_improvements
Can drag and drop entries
fix reversed noise channel order
Right clicking an entry only pings it and doesn’t select it
Give queue back to the pool if its empty (after sending)
merge from selectionhistory_improvements
Selection history window:
- Added a setting to the to enable/disable duplicate entries
- Added a search bar
- Some optims
Fixed bitmask read using too small a bit count