111,855 Commits over 3,928 Days - 1.19cph!
merge from buildingerrors_improvements
Car radio now works on all 3 cockpit types (regular, with engine and armoured).
Car radio will only work when the car is powered on, the radio will turn off when the car is off.
Video https://files.facepunch.com/jacob/1b0611b1/Unity_PmVGc3WdK5.mp4
(WIP Visuals)
Some IO tweaks, now send a signal instead of passing power through when ringing
Updated icon, removed condition loss when picked up
spawn legacy wood log piles in all biomes plz
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
Map generation now ensures client + server
Editor starts playing when map generation button is pressed
Clean: fixing depr warnings in Scripts/Server
- Server performance can now report memory usage past 4GB
Tests: None, trivial changes
Clean: Fixing depr warnings in Scripts/Entity
- Deleted VehicleModuleSeating.EditorCopyIntoBaseVehicle - all prefabs had up-to-date seating (we can remove the field soon)
- Deleted not-referenced Casette.FailedNetworkFileRequest (been marked as "deleteme" for 3-4y)
- Converted more types to use IServerFileReceiver - Casette, Signage. Ran RPC codegen to clean up.
- More ParticleSystems module use
- More ClientRPC RpcTarget-overload usage
- BasePlayer - explicitly read/write u64s (was happening implicitly via obsolete api)
Tests: none, trivial changes
mussel clumps, mussel clump transparent, mussel tiling material
Merge from OceanWreckBuoy
Merge from legacy_wood_log_pile
Merge from Underwater_divesites
Merge from temperate_cliff_rework
Clean: fixing depr warnings in Scripts/Util
- Part of AssetStorage clean added a warning when compression gets ignored (we only have 1 use case right now, Terrain normal maps)
- Remove TextureImporter obsolete field usage
- TextureImporter.linearTexture -> .sRGBTexture
- MeshRenderer.motionVectors -> .motionVectorGenerationMode
- More ParticleSystem module usage
98 warnings to go
Tests: None, trivial changes
prepared prefab on wood pile
Force rebuild UI layout when adding new alarms
Updated sockets to make it stick to walls and be placeable on the ground (similar to the counter)
Updated guide mesh
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
audio playback toggle on soundtrack view
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merge from ocean wreck buoy
merge from legacy wood log piles
merge from divesites branch
Merge from arm64_native_libraries
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
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
Code cleanup, compile fixes