249,460 Commits over 3,959 Days - 2.63cph!
wood log pile asset and node prep for procmap
Clean: fixed depr warnings in Assets/Prefabs
- RequestFileFromServer to use IServerFileReceiver overload + ran RPC codegen
- ClientPRCPlayer -> ClientRPC
- more using particle system modules directly
About 115 to go
Tests: checked bradley effects work, checked chainsaw effects work, checked photoframe drawing works
Allow lightweights entity components to handle RPCs
Create lightweight components that don't have the overhead of unity components
MP5 viewmodel magazine full and empty bodygroups
Create keyframes on object edit
audio playback toggle on soundtrack view
Remove D_BAKED_LIGHTING_FROM_VERTEX_STREAM from shadergraph preview
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merge from ocean wreck buoy
merge from legacy wood log piles
merge from divesites branch
Merge from arm64_native_libraries
Basic pointer controls
https://files.facepunch.com/ziks/2024-08-06/sbox-dev_Q4tC3UdMFN.mp4
Added back old arid rock formations in procmap stack
removed stone splat from medium rock formation prefabs
Added custom sorting mode - uses a snapshot of the current state of the container and will try and recreate that
Still WIP, has some issues
Leaderboard backup, run #
12991
Throw exception in ScrollArea when trying to set canvas to an ancestor of itself
Add Curve.Frame.WithTime, Curve.Frame.WithValue
Hide GraphicsItem.AddChild, RemoveChild
Add GraphicsItem.Width, Height
Profiling
UI updates
Added a stack option, will consolidate any possible item stacks prior to sorting
Added a category option, mirrors order of F1 menu
Added a new JarrydTestMap option
Fixing options not saving, and changes to options now show up immediately
Separate opacity option for the sidebar
Added flex versions of all of the standard rust labels
Added option to sort by count and condition
Added option to reverse whatever sort is selected
Refactor sorting settings data storage, authoring UI now supports Apply/Cancel
Don't show sorting config button if box doesn't have a storage adaptor
Code cleanup, compile fixes
New dithered brushes for areas with multiple defines
Add Graphics.Draw for drawing models instanced indirect
Fixed all cases where the highlight started or ended on the wrong line
Can now toggle alarms on/off in the UI
Minor UI flow fixes
Pull default tags for GameTagsControlWidget from CollisionRules. Only display GameObject-related tags for GameTags, not ITagSet.
Add Graphics.Draw for instanced drawing of models, internal until API finalized https://files.facepunch.com/layla/1b0611b1/sbox-dev_6aYDkpCHBO.mp4
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new mussels tiling material
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More UI layout tweaks, delete button, max alarm count
Finalized heli for merging.
Better distance scaling on impacts.
Map shader now takes water depth from shore vectors into account
Fixed shore vectors that are fed into shader system ignoring lakes and water carving volumes