6,496 Commits over 821 Days - 0.33cph!
Added an error in the skin inspector when display name is empty
Added a new test checking all skins have a display name
Added display name phrases to the new barrel skins
Empty display name is causing NRE when generating skins schema
RTL and emoji input field stuff compile fixes
Fixing compile errors
- FontAssetGenerator
- RustText/RustTextEditor
- FlexGraphicTransform
- FlexTextEditor
Re-applied our Rust specifics UGUI and TMP modifications on top of UGUI 2.0
Started updating TMP:
- Deleted our custom GUI and TMP packages
- Embedded com.unity.ugui 2.0 (contains up to date GUI and TMP)
merge from new_inputsystem
isFKey goes from F1 to F24
Switched active input handling to new input system only
Updated input system package to 1.19
Dunno why the package manager is recommending 1.11.2 as the last version
Fixes no domain reload breaking InputSystemUIInputModule
Replaced all the old input system calls to use the new input sytem API (113 files)
Added some helpers to standardize mouse scroll and mouse axis deltas as they need to be multiplied by a magic number to feel exactly the same as before
Updated NeedsKeyboard to work with the new input system
Auto update keys.cfg file to use the new names
Updated keys_default.cfg
FpStandaloneInputModule now inherits InputSystemUIInputModule
UI is working
Added a conversion table so old binds config still work, as some keys have been renamed (ex: return -> enter, leftcontrol -> leftctrl...)
Some refactoring
Facepunch.Input adapted to the new input system
Getting rid of KeyCode and replacing everything with Key/ButtonControl
merge from deepsea_loot_balance
Missed some spawn groups
Fixed SpaceCheckingSpawnPoint NRE when disabling world prefabs in editor
Fixed tropical islands spawngroups respawning loot on top of each other
Fixed ghost ship loot spawning unparented and on top of each other
merge from automated_testing
Fixed local client player being killed by the tests TearDown (entity snapshot clearing)
Fixed passed/failed filter text width
Throw if the scoped convar doesn't have a SetOveride (methods)
Fixed scoped convars being case sensitive
Failing to find a convar now throws, will fail the test if throwing during SetUp/TearDown or in the test body
Added new input system package
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
2/2
Yolo updated the unity.ugui package to latest available version
Re applied our custom changes on top, seems to work
merge from tincanalarm_v2
Cant open tin can alarm when building blocked
Removed unknown region log spam in editor
merge from automated_testing
Optimised test runner window OnGUI stack
Editor test runs are faster
Removed hull_corner prefabs, unused
merge from automated_testing
Added category selection to the test runner window
merge from automated_testing
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability
All entities were spawned at 0,0,0 together and groundwatch was killing them
Now setting server.stability to false in setup
Updated some old client tests to use scoped convars