3,704 Commits over 639 Days - 0.24cph!
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
codeanalysis_build_stripping -> aux3
codeanalysis_build_stripping -> aux3
jungle_floor_shadow_proxy -> main
Fixed jungle floor shadow proxy.
Parse object name in highlights to remove the shadow proxy cube
Only create new stopwatch if we need to
Remove editor menu item - doesnt work well with il post processor (as expected)
Make stop watch static. Add editor menu item to show weaving performance information (time taken to weave etc)
syncvar_ilpostprocess_hook -> aux3
Cleanup, and more server defines checks
metabolism_compile_fix -> main
player_metabolism_tick_accuracy -> main
▋▌▉▉▆_▊▅▆█▍▊_▅▅▇▆▆▇ -> ▌▋▇▇
shallow_water_slowmotion -> main
sleeping_bag_offcentre -> main
Populate existing filters with defaults on init
Setup search filtering
'show full', 'show empty' and text search now working
Checkbox setup
More exposed values in RustButton (toggle enable, disable and changed)
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
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
Fix a bug preventing the rotation arrow from restarting
Tie the state of the refresh button to the current ogoing search
Fixed bugs with flex virtual scroll. Use a top and bottom flex spacer to spread out viewport content
Ensured Demo message types is up to date with our current network list
Thanks Daniel!
Better quit modal (dismisser and blurring)
Better base page transitions
Remove logs
Make dismisser prefab
Strip source generator depdencies from build
Use a proper trace for water level checks rather than arbirarily looking an ocean values
Stop bicycle showing fuel interaction prompt
Always ensure terrain pushback is off when starting a spinout
Setup better item height
Applied to main menu prefab
Fixed non tagged servers from throwing an NRE
Adjusted scrollbar width
Better connection modal animation
Found and increased a bunch of other heights: orbit, death, patrol etc
Increase Patrol Helicopter ride height by 10 meters so it doesnt clip into jungle trees
Weaving time reduction to 1.6 seconds
Rewrote weaver with Burst ILPostProcessor
Booleans to enable/disable old weaving setup
Rename delta to be more clear
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.
syncvar_improvements -> main
Use deferred reading mode
Brings weaving time down to 2.15~ on average
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
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.
Chippy arcade machine now shows health info