reporust_rebootcancel

129,926 Commits over 4,140 Days - 1.31cph!

3 Months Ago
Merge from foliage_instancing
3 Months Ago
Merge from main
3 Months Ago
Remove unused variables
3 Months Ago
Tightened env volume on mine_tnl_corner_b prefab (caused issues in cave_large_medium)
3 Months Ago
Added basic, advanced and pure icons for warming and cooling teas
3 Months Ago
merge from main
3 Months Ago
Fixed warehouse glass transparency on material - back face culling not set to 'on'
3 Months Ago
merge from main
3 Months Ago
Cooling tea recpie changed - white white blue blue Warming tea recpie changed - white white yellow yellow
3 Months Ago
merge from jungle_update_improvements
3 Months Ago
Also fix invalidate cell blocks step for negative coords
3 Months Ago
Fix compute cell block issues when using negative coords
3 Months Ago
syncvars -> aux3
3 Months Ago
Ensure SyncVars run first in the build process. Don't create a lock on Rust.Global.dll
3 Months Ago
syncvars -> aux3
3 Months Ago
Ensure injector errors when it cant find sync method (dont bother throwing)
3 Months Ago
Safeguards for client weaving process (dont try to hook setter at at all)
3 Months Ago
Fixed autosave/autoload not using preprocessor directives
3 Months Ago
syncvars -> Aux3
3 Months Ago
Fixed Changed event being ran on autoload
3 Months Ago
Convert train line up to unload and train num connected cars to syncvars
3 Months Ago
Set GenerateEvent default to true
3 Months Ago
Use a wrapper method instead of emitting equality comparitor in IL - it was ugly at best
3 Months Ago
Add support for RequireChanged flag - this runs the old and new values through an equality comparison before pushing sync.
3 Months Ago
Resubmitting previous schizo prefab changes due to something breaking
3 Months Ago
merge from loot_population_cap
3 Months Ago
merge from pickup_volume
3 Months Ago
merge from enablelegs_nre_fix
3 Months Ago
Swapped train engine fuel amount over to use SyncVars instead of protobufs. First set of testing.
3 Months Ago
Use an autosave buffer as an intermediary when writing to syncvar bytes Prevents byte allocations every autosave
3 Months Ago
Started wiring settings menu
3 Months Ago
Change UI_Context_scene to match the new menu reference resolution
3 Months Ago
Bootstrap scene: new UI and localization
3 Months Ago
Restored explosion radius
3 Months Ago
merge from main
3 Months Ago
Add Autosave system. SyncVars marked as Autosave will automatically be injected into Save/Load methods so no need to write protobufs.
Rin
3 Months Ago
Coconut gloves compatible with Snow Jacket and Bunny Onesie
3 Months Ago
Wallpaper splash damage enabled on propane bomb and satchel Fixed radius
3 Months Ago
Rockets and C4 splash damage wallpaper through walls
3 Months Ago
- Added logging for the Heap, Stack and GC (more to come) - Data is no longer written to the file every frame inside update(). Instead its being saved into a list and written into the file when stoplogging() is called.
3 Months Ago
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3 Months Ago
Input fields character limit tweaks for player report, bug report and crafting ui
3 Months Ago
Fix compile error
3 Months Ago
Add ability to select either HV rockets or incendiary rockets when you are the pilot of an attack helicopter - default to only using HV rockets - hold 'R' to open radial menu to switch ammo (similar to guns) - switching ammo doesn't trigger reload, it only chooses what rockets are prioritized Press 'R' to trigger manual reload of attack helicopter rockets - same as reload when you use full volley of rockets - won't reload if you have 6/6 rockets available to shoot Pass delta into LocalInput method so holding 'R' for 0.25s brings up radial menu - at some point the method was changed from Update() to ClientTick() meaning it's called at 32hz instead of at client framerate - clamp delta to 0.25s so it doesn't feed a huge delta value into ClientInput if the client doesn't send ticks for a larger interval
3 Months Ago
merge from neonsigns_newinputs
3 Months Ago
When frames have the same power amount, the last updated frame takes priority
3 Months Ago
Improve handling of null meshes in RustRenderer auto conversion