111,293 Commits over 3,928 Days - 1.18cph!
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
Can now toggle alarms on/off in the UI
Minor UI flow fixes
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new mussels tiling material
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More UI layout tweaks, delete button, max alarm count
Finalized heli for merging.
Better distance scaling on impacts.
Map shader now takes water depth from shore vectors into account
Fixed shore vectors that are fed into shader system ignoring lakes and water carving volumes
Fixed RustCamera environment determination not taking water carving volumes into account
More UI work, can now set alarms and save them using the config screen
Car radio now works on 1module_cockpit_with_engine.
Video https://files.facepunch.com/jacob/1b0511b1/Unity_sqK5oqgNUy.mp4
- WIP Visuals
- behaves just like the deployable boombox but without casettes or the need for power
- may revisit casette functionality later
- still need to add checks for the car is powered on
- still need to setup armoured cockpit and regular cockpit