248,730 Commits over 3,959 Days - 2.62cph!
Improved jeep handling
Jeep tries to stay upright
Improve water shader
Code for planar reflections
Delete this seemingly unused camera
Scene setup for planar reflections, disabled otherwise everyone will complain about how shit the game runs
Editor can now override world configs
Fixed game tips and tool tips formatting
Converted vitals label TMP texts to RustText
Fix ComponentList breaking when component in the list no longer derives from Component. Resolves Facepunch/sbox-issues#6152
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
Clean: Fixing depr warnings in Third Party/PluginMaster
8 to go.
Tests: none, trivial changes
Clean: Fixing depr warnings in Third Party/CinematicEffects
10 to go
Tests: none, trivial changes
Fixed stylesheet @import hotloading without disrupting existing stylesheet imports. Resolves Facepunch/sbox-issues#5317
Don't try to get every single IRespawnable, only ones on the same level as our HealthComponent - this was causing issues when killing someone while they were in a vehicle,, it'd kill EVERYONE, and the vehicle.
Clean: Fixing depr warnings in Assets/Editor
- Removed obsolete BuildOptions usage (they do nothing on native side)
- Using explicit EditorGUILayout.ObjectField with AllowSceneUsage parameter overload
- More PrefabUtility conversion
- TextureImporterFormat.AutomaticTruecolor -> TextureImporterCompression.Uncompressed
12 warnings to go.
Tests: none, trivial changes
Refactor use system, reply out with toast saying why we can't use something
Show current state when playing editing live scene
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_OVwPBjVssA.mp4
v_usp: fixed two-handed firing anim errors
Use SetText when formatting Crosshair interactions
Removed the TMP SubMesh in the prefab
Converted PieMenu TMP texts to RustText
Format number based on current language (1,000 vs 1 000)
Fixed [+bind] and <color> tags ending up reversed, still broken in some cases depending on how we're formatting the string initially
Fix NRE when pasting gameobjects
Adjust input state reset logic
Clean: Fixing depr warnings in Scripts/Audio
- Removed the method containing deprecated usage, as it was trying to call into a native method that no longer exists.
Tests: None, trivial change (no usage)
Bugfix: Prevent Scene2Prefab from always switching to default scene
I dingussed up in the previous commit by doing extra changes after testing. Reverted small part of the change because Scene handle becomes invalid when loading a new scene.
Tests: Ran "Locate Renderers with no LOD Components" - it returned back to original scene properly
Refactor
Track serialization
Save a bunch of lookup data on property tracks
State machines actually function again
Given jeep a display name so if someone destroys it it'll show up in the feed
HealthComponent.MaxHealth is exposed and defined properly - give jeep a bunch of health
More jeeps around the map just in case
Add a bunch of jeep spawners in each base
Clean: Fixing depr warnings in Editor/Rust
- Added a bit of error checking to SceneToPrefabs to avoid accidents
- EditorApplication -> EditorSceneManager for all scene related work
- ListView event changes, onItemsChosen -> itemsChosen, onSelectionChange -> selectionChanged
27 warnings to go.
Tests: ran Scene2Prefab/Locate Renderers with no LOD Components - it detected a number of issues, so green. Other changes are trivial.
Shortcuts defined on static classes are now treated as Window shortcuts if not specified
Raise Conquest game duration
Fixed floating helicopter on helipad
Minor fix on the demo menu: the Open Folder button was overlapping the Refresh button in some languages
Fixed left/right horizontal aligment for right to left languages
Automatically swap text horizontal aligment based on the line count
Clean: Fixing depr warnings in Scripts/Procedural
- EditorGUIUtility.LookLikeControls -> manual setting field and label widths
47 to go (I hope)
Tests: None, trivial changes
Bugfix: Reimplementing PowerLineWireUndo
Unity deprecated a couple Undo APIs that broke our utility, so replaced them with new API. Also upgraded PrefabUtility usage and nuked a couple unused public methods (since they used deprecated APIs).
Tests: Tested Undo-Redo when adding a new line on power line platform - works
Hackweek procedural geometry
ditto
Added capture point status to the HUD, moved the minimap and chat around
Add ComputeBufferType.IndirectDrawArguments
Public Graphics.DrawModel(Instanced)(Indirect), prefer Span<Transform> to Transform[T]
Clean: Fixing depr warnings in LeavesBlowing.cs
- Also cleaned empty method
65 to go - I thought this was going to be 0, but turns out there's 65 more errors hiding, so the counter restarts
Tests: none, trivial changes
Clean: Fixing depr warnings in Rust.AI/
3 to go.
Tests: none, trivial changes
Get rid of aces camera preset in fps_testing scene
Color track
PropertyGenericTrack
Clean: fixing depr warnings in Scripts/PostProcessing
Done by taking Unity's official repo upstream patches for our version of unity for these specific file segments. We should replace our source package via a core package.
5 to go.
Tests: Setup debug overlay for normals - still works (though wonky)