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4,092 Commits over 701 Days - 0.24cph!

7 Days Ago
label_fix_2 -> main
7 Days Ago
Ensure labels work for offline members as well (of course they should)
7 Days Ago
label_fix_2 -> main
7 Days Ago
Ensure team member name is valid before trying to load it
7 Days Ago
Create system to emulate if a 'MoveAllItems' call will pass or fail - ugly as hell Display a message to the user if the drone marketplace is full before attempting to do the transaction
8 Days Ago
team_bag_label_fixes -> main
8 Days Ago
Rewrite team bag labels to just use save/load rather than bothering with RPC Refresh all team bags when someone joins or leaves the team Ensure building priv and hammer are required (this was stomped somewhere)
8 Days Ago
gunshot_network_range_improvements -> main
8 Days Ago
Ensure the AK variants have the same sound range as the base ak
8 Days Ago
logs
8 Days Ago
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
8 Days Ago
head_lookdown_debug -> main
8 Days Ago
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
9 Days Ago
decor_lighting_dlc -> main
9 Days Ago
Deployable snapping for the table lamp
9 Days Ago
Deployable snapping for the Mannequin
9 Days Ago
Added snapping to the spotlight
9 Days Ago
Added snapping support to the two types of beanbag
9 Days Ago
Bolty, HMLMG, L96, M249 and Minigun can be heard from 600 meters away
9 Days Ago
LR and AK can be heard from 500 meters away
10 Days Ago
gunshot_network_range_improvements -> main
10 Days Ago
Restored bolt and l9 to be 700 meters
10 Days Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
10 Days Ago
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
10 Days Ago
main -> gunshot_network_range_Improvements
10 Days Ago
syncvar_load_fix_2 -> main
10 Days Ago
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one Boolean to decide if changing that specific syncvar should invalidate the network cache or not Serverside callback when the server syncvar changes
10 Days Ago
syncvar_loading_fix -> main
10 Days Ago
Stop syncvar autoload only running on the client
11 Days Ago
gunshot_network_range_improvements -> main
11 Days Ago
Remove logs
11 Days Ago
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
11 Days Ago
decor_lighting_dlc -> main
11 Days Ago
syncvar_load_fix -> decor_lighting_dlc
11 Days Ago
Fix some syncvars not loading in properly
11 Days Ago
Add parrelsync so i dont need to redownload the rust project to have two editors
11 Days Ago
zoomitem_nre -> main
11 Days Ago
Prevent zoomitem NRE - check if the sky is null first
11 Days Ago
main -> gunshot_network_range_improvements
11 Days Ago
Fixed a bug causing simple signal broadcast happen when it should be the more complex one More debug logging
12 Days Ago
Set MP5 high for the same reason
12 Days Ago
Every projectile weapon now has a maximum effect distance that the effect can be heard Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
12 Days Ago
Effects can now be provided with a max distance If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance Eg effect will check distance to see if the other player is close enough regardless of default network range
12 Days Ago
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
12 Days Ago
Only show sleepingbag team labels if: Sleeping bag and player are in building priv Have a hammer out
12 Days Ago
more_ui_fixes_3 -> main
12 Days Ago
Fix a problem which would sometimes not display your favourite servers Reduce the amount of search pruning: it was too severe: We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to having these values. This was causing us to excessivly prune search results that didnt need to be pruned.
12 Days Ago
Remove left over log in loading screen
12 Days Ago
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12 Days Ago
more_ui_fixes_3 -> main