111,667 Commits over 3,928 Days - 1.18cph!
██▊▅█ ▄█▉▇ ▉▄▅_▄▅▅▆▉_▊▋▉▊▉_▆▄▅, ▆▆▋▉▄ █▆▋▋▇▋▉▄▉▊ █▊▋▉█▋ ▆▆ ▍▍▌█▊▌▆ ▌▆ ▉▄▆▌▊▍▆ ▄▋█▆ ▋▇▊ █▅▄▅▄▌▊▊ (▇▍▄▋▉▅ ▍▊▌▉█ ▉▍ ▄▆▌▋▊█▉ ▊▇ ▍█)
Merge from Underwater_divesites for latest art changes
Merge from temperate_cliff_rework for latest art changes
Restoring all properties in RustStandardShaderGUI that were deleted in
102165 merge (cc vince / damian)
purge old weekly skins and add new ones
Rebuilt native libraries using older Linux version for backwards compatibility
Merge: From Main
Tests: Ran CompanionServerTests couple times, all green
Borrowed some code from an old game of mine and quickly hacked it into working for Rust. This is all a huge hack, but Bandit King can now somewhat race to the finish line, using pure vehicle inputs (throttle and steering)
Added a new builtin radio station that just plays the fishing village song 24x7
Little bit of a start on making a framework for the King to have racing AI
New mesh arrow in the HUD points to next target race waypoint
Race event starts correctly
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments
Didn't make a convar for this, it's not really noticeable in normal gameplay
https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
Added ability to change the colour of mushrooms
Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
Handle null and empty results in GetItemDefinitionsWithPrices
Added monument blacklist to world config as well as map tools
Set monument settings to the world setup defaults if they dont exist in the config
WaypointRace uses Vector3 instead of Transform
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
Fixed conversation ending too early
The King gets in his car when the race starts. New NPCMounter entity.
Decor and monument components will now look at the world config to see if they are listed
If listed they will set their values to the overriden values set in the config
If disabled they will stop their spawn from happening
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
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
Merge from main -> monument_scenes
restored broken codegen files
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
Coastal cliff material tweaks
removed old underwater plants textures
Coastal cliffs lowpoly and colliders
Deleted unnecessary textures
Use prefab attribute to avoid duplicating the anim list for every wolf
Allow wolves to reprioritize their target when fighting a group
Fix compile errors in server/client modes
collision damage
- disabled for now
- also moved test data output to editor define
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