10,943 Commits over 1,950 Days - 0.23cph!
First pass on runtime component, still not functional
More fixes, expose ADS state
Implement PR #63 - Added new time formats and support for custom formatting in Countdown
Spray can now ignores sprays when looking for entities to reskin, allows reskinning wallpaper/shipping container blocks if sprays are on that wall
Remove changes introduced in vm_rotate_around_modifier, no longer needed
WIP aim pose system, starting with an editor to author poses
Fixed map markers getting deleted when right clicking pings on the map screen
The ping that was right clicked will now be deleted
Merge from monitor_loopping_gesture_fix
Merge from wiretool_spherecast_fix
Merge from map_perf_fixes
Removed Update method from IndependentScale component
IndependentScale updates are now called from the Client class
MapScaleIndependent updates are now called from the MapView
Should save around 0.06ms during general gameplay, varying based on map size and number of markers
Don't run the vending machine map marker update if the map isn't open, should save about 0.09ms a frame, varying based on map size and number of vm's
Don't run the CanPlayerUseWires spherecast every frame if the player isn't looking at an IO entity
Shrink the start tutorial button in the options menu
Merge from getdefinitions_fix
Merge from dome_collider_fixes
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Merge from vanilla_tc_gibs
Merge from binocular_chat
Fixed water overlay post effect getting stuck at NaN weight in playground scene
Added a new builtin radio station that just plays the fishing village song 24x7
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
Add a new accessibility section to the options menu, list all colour customisation options
https://files.facepunch.com/jarryd/1b0811b1/Unity_i4M6UPzANS.jpg
Allow the player to modify the colour of the building blocked radius around monuments
Added support for changing nametag colours, with specific team, ally, enemy and clan colour options
Also applies to colour of team mate markers on the map
Added convars to change the colour of tree hit markers and the health/thirst/hunger bars to a selection of preset colours for colorblind players
Uses a new AccessibilityCollection data class to store options, currently implemented colour and material swap versions
Each collection type has a corresponding component
https://files.facepunch.com/jarryd/1b0811b1/Unity_87LQF6dyfh.jpg
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers
Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
Fixed some more custom mode edge cases
Fixed condition sorting not producing deterministic results when comparing items that don't have condition
WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages
For when you need to sort your Pierres from your Bois
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
Fixed sorting settings not getting immediately applied on the client side when changed
Items not present in the custom snapshot are now last
Better handling of blueprints in custom sorting mode
Fixed snapshot not working reliably
Better grid layout for custom mode
Alphabetic sorting now works with blueprints (sorts based on name of the blueprint target)
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
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
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