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111,291 Commits over 3,928 Days - 1.18cph!

5 Months Ago
Fixed conversation ending too early
5 Months Ago
The King gets in his car when the race starts. New NPCMounter entity.
5 Months Ago
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
5 Months Ago
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
5 Months Ago
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
5 Months Ago
Merge from main -> monument_scenes
5 Months Ago
restored broken codegen files
5 Months Ago
Print cliff defintitions
5 Months Ago
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
5 Months Ago
Coastal cliff material tweaks
5 Months Ago
Fairy lights new colors
5 Months Ago
correct texture names
5 Months Ago
removed old underwater plants textures
5 Months Ago
Coastal cliffs lowpoly and colliders Deleted unnecessary textures
5 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
5 Months Ago
Allow wolves to reprioritize their target when fighting a group
5 Months Ago
Fix compile errors in server/client modes
5 Months Ago
merge from main
5 Months Ago
collision damage - disabled for now - also moved test data output to editor define
5 Months Ago
merge from buildingerrors_improvements
5 Months Ago
When deploying on a door, check if the current target has a socket before rejecting (fixes door controller not deployable on door since 101954)
5 Months Ago
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.
5 Months Ago
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
5 Months Ago
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
5 Months Ago
Merge: merge from main Lets see how much extra work I got left now
5 Months Ago
Update: AssetStorage now respects compression settings for Save() Originally it was doing nothing (because it picked a compression format as textureFormat, but then set textureCompression to Uncompressed), but now it'll try to compress on request. We only have 1 place where we attempted to compress the terrain normal map, but I'm disabling that explicitly (as it would lead to fudged normals). Tests: Baked Heightmap on CraggyIsland - spat out the same formatted texture as before
5 Months Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy
5 Months Ago
Converted tool cupboard loot panel texts Added tags to the hardcoded formatted text so right to left languages can adapt ('Protected for {0}', '{0} blocks at {1}%') Localized the unlocalized bits
5 Months Ago
Bugfix: Discard alpha channel for generated LUT Originally it was saved as RGB24, but since my deprecation warning fix I re-enabled Alpha channel. This fixes it. Tests: none, trivial change
5 Months Ago
Exposed: rail ring, rail ring min world size requirement (config & tools) Exposed: above ground rails, below ground rails (tools)
5 Months Ago
Clean: Fixing depr warnings in Third Party/VertexToolsPro - Adapted uncompressed texture pixel access, TextureImporterFormat -> TextureImporterCompression - SceneView.onSceneGUIDelegate -> duringSceneGui Holy guacamoly, it's there's no more deprecation warnings. Now to double check previous compression conversions, as I think I missed alpha channel handling in a couple places. Tests: none, trivial changes
5 Months Ago
Route all map tools through world config~ This will expose all of my new properties to server owners should we decide to merge this to main World Setup now looks for editor tools config files should we be currently in editor
5 Months Ago
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
5 Months Ago
Editor can now override world configs
5 Months Ago
Fixed game tips and tool tips formatting
5 Months Ago
Converted vitals label TMP texts to RustText
5 Months Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
5 Months Ago
Clean: Fixing depr warnings in Third Party/PluginMaster 8 to go. Tests: none, trivial changes
5 Months Ago
Clean: Fixing depr warnings in Third Party/CinematicEffects 10 to go Tests: none, trivial changes
5 Months Ago
Clean: Fixing depr warnings in Assets/Editor - Removed obsolete BuildOptions usage (they do nothing on native side) - Using explicit EditorGUILayout.ObjectField with AllowSceneUsage parameter overload - More PrefabUtility conversion - TextureImporterFormat.AutomaticTruecolor -> TextureImporterCompression.Uncompressed 12 warnings to go. Tests: none, trivial changes
5 Months Ago
Use SetText when formatting Crosshair interactions Removed the TMP SubMesh in the prefab
5 Months Ago
Converted PieMenu TMP texts to RustText Format number based on current language (1,000 vs 1 000)
5 Months Ago
Fixed [+bind] and <color> tags ending up reversed, still broken in some cases depending on how we're formatting the string initially
5 Months Ago
Clean: Fixing depr warnings in Scripts/Audio - Removed the method containing deprecated usage, as it was trying to call into a native method that no longer exists. Tests: None, trivial change (no usage)
5 Months Ago
Bugfix: Prevent Scene2Prefab from always switching to default scene I dingussed up in the previous commit by doing extra changes after testing. Reverted small part of the change because Scene handle becomes invalid when loading a new scene. Tests: Ran "Locate Renderers with no LOD Components" - it returned back to original scene properly
5 Months Ago
Clean: Fixing depr warnings in Editor/Rust - Added a bit of error checking to SceneToPrefabs to avoid accidents - EditorApplication -> EditorSceneManager for all scene related work - ListView event changes, onItemsChosen -> itemsChosen, onSelectionChange -> selectionChanged 27 warnings to go. Tests: ran Scene2Prefab/Locate Renderers with no LOD Components - it detected a number of issues, so green. Other changes are trivial.
5 Months Ago
Minor fix on the demo menu: the Open Folder button was overlapping the Refresh button in some languages
5 Months Ago
Fixed left/right horizontal aligment for right to left languages Automatically swap text horizontal aligment based on the line count
5 Months Ago
Clean: Fixing depr warnings in Scripts/Procedural - EditorGUIUtility.LookLikeControls -> manual setting field and label widths 47 to go (I hope) Tests: None, trivial changes
5 Months Ago
Bugfix: Reimplementing PowerLineWireUndo Unity deprecated a couple Undo APIs that broke our utility, so replaced them with new API. Also upgraded PrefabUtility usage and nuked a couple unused public methods (since they used deprecated APIs). Tests: Tested Undo-Redo when adding a new line on power line platform - works