reporust_rebootcancel

121,816 Commits over 4,048 Days - 1.25cph!

3 Hours Ago
Missed Files - Code Analysis Dependencies
3 Hours 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
Today
Added Advanced and pure crafting teas Updated mixing table recipe list
Today
Added advanced and pure harvesting teas - in line with older teas Updated recipe list manifest
Today
Tweaked jungle ore node spawn rules Added dedicated berry and hemp populations for the jungle
Today
merge from feedback_server_version
Today
merge from workshopsource_lwbtransparency
Yesterday
Boleadoras - Updated models textures and icon, looks cool now :)
Yesterday
merge from inputfield_rtl_fix
Yesterday
Bag rename UI RTL support
Yesterday
Changed the RustInput base prefab input field for a RTLTMP_InputField
Yesterday
Changed crafting menu input field to use RTLTMP_InputField
Yesterday
Added RTLTMP_InputField, inherited by TmProEmojiInputField and can be used by RustInput
Yesterday
Sea mines...
Yesterday
Fixed chat input field and chat entries not supporting RTL languages (Arabic, Hebrew)
Yesterday
Setup syntax receiver
Yesterday
Implemented Microsoft.CodeAnalysis via plugins instead (fetched nuget dlls from external project)
Yesterday
projection madness
Yesterday
Fixes
Yesterday
Added more test floor wallpapers
Yesterday
Added TOD based density attenuation
Yesterday
FX
Yesterday
Optimisation on jungle concrete walkways (LOD3 bake pending)
Yesterday
merge from phraseupdate_improvements
Yesterday
Safe deployable
Yesterday
Spikes!
Yesterday
Include Microsoft.CodeAnalysis Initial Source Generator setup
Yesterday
Optim: PrefabPreProcess.FindComponents is now using GetComponentsInChildren With profiler, this ended up 2x faster than old way (lighthouse monument goes from 96ms to 46ms) Tests: used old code inline to validate outputs of new code
Yesterday
Can now cancel the phrase update process Improved the loading bar info, giving more context Cleanup
Yesterday
Server browser, sidebar and start of table
Yesterday
merge from selectionhistory_improvements
Yesterday
Can drag and drop entries
Yesterday
fix reversed noise channel order
Yesterday
Right clicking an entry only pings it and doesn’t select it
Yesterday
Give queue back to the pool if its empty (after sending)
Yesterday
merge from selectionhistory_improvements
Yesterday
Selection history window: - Added a setting to the to enable/disable duplicate entries - Added a search bar - Some optims
Yesterday
Fixed bitmask read using too small a bit count
Yesterday
Code cleanup
Yesterday
Remove client -> server syncvars
Yesterday
main -> syncvars
Yesterday
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Yesterday
Optim: PrefabPreProcess - replace GetComponent with TryGetComponent Those are cheaper since they do less allocations and text formatting. Saves ~35s (but new flow is still slower). Tests: ran procgen with early out
Yesterday
Update: Merge prefab loading and preprocessing to run concurrently Surprisingly leads to worse timings than them being separate (120s prev CL vs 144s new). Might be overhead from doing a single prefab per frame Tests: ran procgen with early out
Yesterday
Update: move prefab processing to WorldSetup Tests: ran procgen with early out
Yesterday
Update: Prefab<T> gains a convenience (Prefab, T) constructor Tests: compiles
Yesterday
merge from jungle_dlc/jungle_storage_skin_fix/jungle_barrel_storage_corpse_gibs/
Yesterday
Re applied main changes on wicker and bamboo barrel corpses
Yesterday
CanSeeWallpaperSocket is now using alternative LOS checks Fixes some issues when trying to pickup and reskin wallpapers