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6,055 Commits over 974 Days - 0.26cph!

1 Year Ago
First set of code cleanup on the new weaving solution Split everything off into smaller areas Injection simplification Seperate build/editor dependency logic
1 Year Ago
SyncVars fully working with weaving. Fixed incorrect stack for WriteSyncVar.
1 Year Ago
Fix malformed WriteSyncVar Setter plumbed up to the correct entry logic for queueing/sending SyncVars
1 Year Ago
Find queue/send method properly (search parent class) Don't pass byte - cant append that OpCode unless its an int
1 Year Ago
Use Cecil for SyncVar weaving. Boostrap weaving on domain reload Properly map depdency paths Include unity modules Better timing to avoid race conditions
1 Year Ago
boomerang_distance_fix -> main
1 Year Ago
Fixed Boomerang combat log returning weird distance values
1 Year Ago
Attempts to better filter what files are pushed for weaving Better Diagnostics Cleanup GenerateResult (Just generate pe and pdb output streams in method before writing to them)
1 Year Ago
Scrap Source Generator - Try IL Weaving instead
1 Year Ago
Moved to new project -> Rust.SourceGenerators.SyncVar Fix legacy shelter mini example
1 Year Ago
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1 Year Ago
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1 Year Ago
storage_monitor_rotate_fix -> main
1 Year Ago
Change client rotate method to also check for storage monitor
1 Year Ago
Can't rotate the TC if a storage monitor is attached
1 Year Ago
vending_machine_storagemonitor_rotate_fix -> main
1 Year Ago
Don't allow Vending Machine rotation if the storage monitor is attached (breaks wire connections)
1 Year Ago
storage_monitor_container_io_rewrite -> main
1 Year Ago
Added support for Container IO to Storage Monitor Resolves issues of storage monitor not working correctly with the new Vending Machines
1 Year Ago
boomerang_hand_up_fix -> main
1 Year Ago
main -> syncvars
1 Year Ago
Throw error if greater > 31 packed SyncVars New Implementation is done! 🎉
1 Year Ago
Fixed SourceGenerator not throwing errors properly when looking at field name (invalid string/uppercase starting string)
1 Year Ago
Add support for Pack=True/False. Unpacked SyncVars are sent immediately when changed.
1 Year Ago
More code cleanup
1 Year Ago
Removed old SyncVar implementation
1 Year Ago
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.
1 Year Ago
Missed Files - Code Analysis Dependencies
1 Year Ago
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
1 Year Ago
Setup syntax receiver
1 Year Ago
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
1 Year Ago
Include Microsoft.CodeAnalysis Initial Source Generator setup
1 Year Ago
Give queue back to the pool if its empty (after sending)
1 Year Ago
Fixed bitmask read using too small a bit count
1 Year Ago
Code cleanup
1 Year Ago
Remove client -> server syncvars
1 Year Ago
main -> syncvars
1 Year Ago
better_isbroken_icon -> main
1 Year Ago
main -> hackweek_drawbridge
1 Year Ago
Fix modded and hapis vending machines only allowing one user to interact with them at a time
1 Year Ago
Fix boomerang occasionally causing an NRE when attempting to create its world model. Happens if the entity was just destroyed recently before the projectile attempts to stick. (was never an issue clientside)
1 Year Ago
Scale all damage types rather than bothering with an index
1 Year Ago
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1 Year Ago
Compile error
1 Year Ago
Cleanup
1 Year Ago
Route Boomerang catch code through modelstate - like it always should've been
1 Year Ago
Generation fixes
1 Year Ago
Allow sending sync vars to specific players Correct send info from client -> server
1 Year Ago
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
1 Year Ago
Protobuf support for sync vars