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Everything posted by Markiii
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Find me on discord bro discord.gg/markiiirust i'll try and help x
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- 11 comments
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- #inventory
- #storage
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Same now.. This worked for me, please delete if not allowed. Two changes: Line 342-353 — Changed: csharpvar temp = Pool.GetList<Item>(); temp.AddRange(Data.Container.ItemContainer.itemList); foreach (var container in temp) { if (ulong.TryParse(container.text, out var value) && !ServerWipePersistent(value)) { Data.Container.ItemContainer.itemList.RemoveAll(x => x.text == container.text); } } Pool.FreeList(ref temp); To: csharpvar temp = new List<Item>(Data.Container.ItemContainer.itemList); foreach (var container in temp) { if (ulong.TryParse(container.text, out var value) && !ServerWipePersistent(value)) { Data.Container.ItemContainer.itemList.RemoveAll(x => x.text == container.text); } } Line 672-680 — Changed: csharpvar items = Pool.GetList<Item>(); items.AddRange(from.itemList); foreach (var item in items) { item.MoveToContainer(to, item.position, false, true); } Pool.FreeList(ref items); To: csharpvar items = new List<Item>(from.itemList); foreach (var item in items) { item.MoveToContainer(to, item.position, false, true); } Both just swap pooled lists for regular lists. Slightly more memory allocation but functionally identical.
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- 10 comments
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- #buildingworkbench
- #workbench
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- 10 comments
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- #buildingworkbench
- #workbench
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- 3 comments
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- #enterprise
- #uss enterprise
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- #enterprise
- #uss enterprise
- #ussenterprise
- #star trek
- #startrek
- #spacechip
- #space
- #universe
- #movie
- #star
- #explorer
- #scifi
- #sci-fi
- #fantasy
- #puzzle
- #puzzles
- #parkour
- #secrets
- #electricity
- #star trek movie
- #oxide
- #carbon
- #badgyver
- #facepunch
- #steam
- #rust
- #rustedit
- #rust edit
- #star trek uss enterprise
- #rust monument
- #rust custom monument
- #custom monument
- #custom prefab
- #rust custom prefab
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- 72 comments
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- #cargo
- #cargo ship
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- 70 comments
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- #recycler
- #industrial
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