248,730 Commits over 3,959 Days - 2.62cph!
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
git blame ignore "Copy over changes for shader resources"
Expose: All monument configurations in WorldConfig (enable/disable, topology to spawn on, target count, min distance between monuments, min world size)
Load in config to tools first
Setup JsonConverter for spawn filter flags
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders
Match upstream m_bIsReadOnlyDepthStencil
Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯
Added my own jeep self uprighting which prob sucks
Merge from main -> monument_scenes
restored broken codegen files
pedal hint rewording, unicyclecontroller tweaks
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
Coastal cliff material tweaks
removed old underwater plants textures
Don't show base Collider Properties in the Tileset Tool Inspector
TilesetComponent now has proper collisions. Also cleaned up the Rebuild function
https://files.facepunch.com/CarsonKompon/2024/August/08_13-55-GummyTopi.mp4
Add libevents
Use state machine for spike trap
Fixed IMaterial:SetVector4D not using float inputs
Fixed changelevel crash to do with ragdolls
Fixed erroring material in EP1 (Stalker teeth)
Update Kleiner and Alyx models
Fixes Kleiner's idle animation to be the unique Kleiner one
Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations)
Dog model with episodic animations
This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene.
Moved stalker_animations.mdl to overrides folder
Merged Eli model with Episodic animations
Coastal cliffs lowpoly and colliders
Deleted unnecessary textures
Fix FindMode.InAncestors in prefab scenes ignoring root object
Add Make Initial State context menu option
footsteps, trying to figure out how to lerp pickups
Add a gradient along transitions, thanks @MaxLebled
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_5S749JCmoS.png
Use prefab attribute to avoid duplicating the anim list for every wolf
Allow wolves to reprioritize their target when fighting a group
Support for multiple transitions between the same pair of states
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_WdhArnc1sX.png
Fix compile errors in server/client modes
collision damage
- disabled for now
- also moved test data output to editor define
player dresser, move networkhelper logic
merge from buildingerrors_improvements
When deploying on a door, check if the current target has a socket before rejecting (fixes door controller not deployable on door since 101954)
Update: Treat Obsolete warnings as visible, potentially errors.
This allows us to clearly see when we have deprecation warnings. We can still clear the console if it's too spammy. Lastly, because they're treated as warnings and not flat-out-errors it allows us to control when we hard-deprecate via flag to [Obsolete].
Tests: marked a funciton as Obsolete - observed warnings instead of errors. Marked that func as obsolete-error - saw errors.
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
Added debug functions to print out all monument and decor descriptions - will use these as part of a blocker list in order to prevent certain monuments/decor pieces from spawning
Merge: merge from main
Lets see how much extra work I got left now
Update: AssetStorage now respects compression settings for Save()
Originally it was doing nothing (because it picked a compression format as textureFormat, but then set textureCompression to Uncompressed), but now it'll try to compress on request. We only have 1 place where we attempted to compress the terrain normal map, but I'm disabling that explicitly (as it would lead to fudged normals).
Tests: Baked Heightmap on CraggyIsland - spat out the same formatted texture as before
adjusted surface params
- static surface a bit liftier for quicker take-off
- control surfaces less twitchy
Jeep sets on fire at half health
Converted tool cupboard loot panel texts
Added tags to the hardcoded formatted text so right to left languages can adapt ('Protected for {0}', '{0} blocks at {1}%')
Localized the unlocalized bits
Bugfix: Discard alpha channel for generated LUT
Originally it was saved as RGB24, but since my deprecation warning fix I re-enabled Alpha channel. This fixes it.
Tests: none, trivial change
Add Json.ParseToJsonObject( ref Utf8JsonReader reader ), Json.FromNode<T>( JsonNode node )
Menu is default DeleteOnClose = true (let us know if some menus stop opening)
Can delete tracks
Update minimal.scene
Exposed: rail ring, rail ring min world size requirement (config & tools)
Exposed: above ground rails, below ground rails (tools)
Clean: Fixing depr warnings in Third Party/VertexToolsPro
- Adapted uncompressed texture pixel access, TextureImporterFormat -> TextureImporterCompression
- SceneView.onSceneGUIDelegate -> duringSceneGui
Holy guacamoly, it's there's no more deprecation warnings. Now to double check previous compression conversions, as I think I missed alpha channel handling in a couple places.
Tests: none, trivial changes
Route all map tools through world config~
This will expose all of my new properties to server owners should we decide to merge this to main
World Setup now looks for editor tools config files should we be currently in editor
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
Revert "Jeep tries to stay upright"
This reverts commit 248a5eae6855cd64846b623362d22696dc5d17fa.