256,575 Commits over 4,018 Days - 2.66cph!
Some reorganisation
RandomTransition component
StateMachineComponentWidget
StateMachineEditor skeleton
Basic editor view elements
https://files.facepunch.com/ziks/2024-08-05/sbox-dev_WBiBOoYKRI.png
Basic pointer controls
https://files.facepunch.com/ziks/2024-08-06/sbox-dev_Q4tC3UdMFN.mp4
Don't use state object transform for editor position
Get rid of delays in random transitions
Experimenting with transitions
ImmediateTransition inspector tweaks
Transition labels
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_8nKZYMuzwe.png
Transition label icons
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_TPwf3C9W4P.png
Transition painting tweaks
Ctrl+S saves open state machine scene
State machine editor display tweaks
Simplify transitions, add UI to create states / transitions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_NzixLWMmlR.mp4
Edit transition conditions and actions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_GQ1ItmYoBY.mp4
Helper to add delay condition, display tweaks
State machines actually function again
Show current state when playing editing live scene
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_OVwPBjVssA.mp4
Support for multiple transitions between the same pair of states
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_WdhArnc1sX.png
Add a gradient along transitions, thanks @MaxLebled
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_5S749JCmoS.png
Add Make Initial State context menu option
Moved state machine stuff to Facepunch/sbox-libstates
Initial commit
Get rid of Sandbox.Events references
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Merge from Underwater_divesites for latest art changes
Merge from temperate_cliff_rework for latest art changes
added brick_debris_a material
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
Update premake.yml
Change action runner to ubuntu-20.04
Merge: From Main
Tests: Ran CompanionServerTests couple times, all green
Leaderboard backup, run #
13063
Group properties by gameobject
Draw grid over
When box selecting, only change selection when single handle selected
Zoom in and out on current play position, rather than cursor position
Retain scrolling, only zoom/pan scroll if shift/ctrl dpwn
Theme
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
Swap out SpriteTools to Tileset Editor version
Update Room Prefabs/Resources to use a Tileset.
https://files.facepunch.com/CarsonKompon/2024/August/08_20-21-FinishedSeabird.mp4
Set shadow prefab to Shadows Only
Remove old un-needed assets
Made door one-way so players can join you when you start a room
Various multiplayer-related fixes
Fix PlayerInfo NREs when the player connection no longer exists
Cap off any unclosed ends with proper directional tiles instead of weird box tiles
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
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
OnAnimationComplete is now run on the main thread so code isn't unknowingly run on other threads
Fix AspectRatio returning 1 (even when not 1) for single frame sprites
TileAtlas now properly adds bleeding tiles for tiles of sizes larger than 1,1
Set startup scene in project settings
Created TileAtlas class which will create a new texture from a Tileset that adds 1px of bleed around each tile so you don't see UV seems at medium-to-far zoom levels. Rewrote TilesetComponent to use TileAtlas w some other minor optimizations
https://files.facepunch.com/CarsonKompon/2024/August/08_17-04-SnivelingQuetzalcoatlus.mp4
Set Jigsaw piece ownership transfer mode to Takeover
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
git blame ignore "Copy over changes for shader resources"
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
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders
Match upstream m_bIsReadOnlyDepthStencil
Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯