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3,704 Commits over 639 Days - 0.24cph!

38 Days Ago
Dont print anything on weaving success - only failure Wrap lots of weaver variables in using statements to help prevent any leaks/issues in the future
38 Days Ago
codeanalysis_build_stripping -> aux3
38 Days Ago
Include editor
38 Days Ago
codeanalysis_build_stripping -> aux3
38 Days Ago
jungle_floor_shadow_proxy -> main
38 Days Ago
Fixed jungle floor shadow proxy. Parse object name in highlights to remove the shadow proxy cube
38 Days Ago
Only create new stopwatch if we need to
38 Days Ago
Remove editor menu item - doesnt work well with il post processor (as expected)
38 Days Ago
Make stop watch static. Add editor menu item to show weaving performance information (time taken to weave etc)
38 Days Ago
syncvar_ilpostprocess_hook -> aux3
38 Days Ago
Cleanup, and more server defines checks
38 Days Ago
metabolism_compile_fix -> main
38 Days Ago
Compile fix
38 Days Ago
player_metabolism_tick_accuracy -> main
38 Days Ago
▋▌▉▉▆_▊▅▆█▍▊_▅▅▇▆▆▇ -> ▌▋▇▇
38 Days Ago
syncvar_demo_fix -> main
38 Days Ago
shallow_water_slowmotion -> main
38 Days Ago
chippy_repair -> main
38 Days Ago
sleeping_bag_offcentre -> main
40 Days Ago
Populate existing filters with defaults on init
40 Days Ago
Setup search filtering 'show full', 'show empty' and text search now working Checkbox setup More exposed values in RustButton (toggle enable, disable and changed)
40 Days Ago
Update server category text every few seconds when inside a specific category Setup category button text on each one and link them into the page
40 Days Ago
Increased overall size of server description Ensured server connector description space is large enough to scroll properly Fixed dodgy background on server connector Remove logs
41 Days Ago
Fix a bug preventing the rotation arrow from restarting
41 Days Ago
Tie the state of the refresh button to the current ogoing search
41 Days Ago
Fixed bugs with flex virtual scroll. Use a top and bottom flex spacer to spread out viewport content
41 Days Ago
Ensured Demo message types is up to date with our current network list Thanks Daniel!
41 Days Ago
main -> syncvar_demo_fix
41 Days Ago
Better quit modal (dismisser and blurring) Better base page transitions Remove logs Make dismisser prefab
41 Days Ago
missed settings
41 Days Ago
Strip source generator depdencies from build
41 Days Ago
Use a proper trace for water level checks rather than arbirarily looking an ocean values
41 Days Ago
Stop bicycle showing fuel interaction prompt
41 Days Ago
Always ensure terrain pushback is off when starting a spinout
41 Days Ago
Missed files
42 Days Ago
Setup better item height Applied to main menu prefab
42 Days Ago
Fixed non tagged servers from throwing an NRE Adjusted scrollbar width
42 Days Ago
Better connection modal animation
42 Days Ago
Found and increased a bunch of other heights: orbit, death, patrol etc
42 Days Ago
Increase Patrol Helicopter ride height by 10 meters so it doesnt clip into jungle trees
42 Days Ago
Weaving time reduction to 1.6 seconds
42 Days Ago
Rewrote weaver with Burst ILPostProcessor Booleans to enable/disable old weaving setup
42 Days Ago
Rename delta to be more clear
42 Days Ago
Missed file
43 Days Ago
Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway. Fixed By: Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.
43 Days Ago
syncvar_improvements -> main
43 Days Ago
Use deferred reading mode Brings weaving time down to 2.15~ on average
43 Days Ago
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds Only include precompiled assembly paths Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
43 Days Ago
Prevent slow-motion gibs for large structures destroyed in shallow water Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour). Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.
43 Days Ago
Chippy arcade machine now shows health info