111,829 Commits over 3,928 Days - 1.19cph!
second pass on mount position scene gui
- cached inactive GOs, disabled in hierarchy
- animation sampled for pose only if the mount position changes
- rendered with separate command buffer for more control
- toggleable
Only damage wallpaper when hitting the soft-side of the building block
fixed rotations on jutting cliffs prefabs
Initially flush fake data pushed into config for the tool display
Ensures every entry has up to date config information
first pass of drawing players in vehicle mount positions in gizmos
- naive approach with some dumb allocations at the moment, going to move it to an editor next to allow better cachine
temp prefab so we can work on the same scene
Simple monuments now registered with tools rather than just groups
Refactoring, better deployment checks
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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