256,575 Commits over 4,018 Days - 2.66cph!

7 Months Ago
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
7 Months Ago
Initial commit Get rid of Sandbox.Events references
7 Months Ago
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7 Months Ago
Merge from Underwater_divesites for latest art changes
7 Months Ago
Merge from temperate_cliff_rework for latest art changes
7 Months Ago
added brick_debris_a material
7 Months Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
7 Months Ago
purge old weekly skins and add new ones
7 Months Ago
Rebuilt native libraries using older Linux version for backwards compatibility
7 Months Ago
Update premake.yml Change action runner to ubuntu-20.04
7 Months Ago
Merge: From Main Tests: Ran CompanionServerTests couple times, all green
7 Months Ago
Leaderboard backup, run #13063
7 Months Ago
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
7 Months Ago
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)
7 Months Ago
Added a new builtin radio station that just plays the fishing village song 24x7
7 Months Ago
Imported UnitySteer
7 Months Ago
Little bit of a start on making a framework for the King to have racing AI
7 Months Ago
New mesh arrow in the HUD points to next target race waypoint
7 Months Ago
7 Months Ago
Race event starts correctly
7 Months Ago
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
7 Months Ago
Blend aoproxies and ssao
7 Months Ago
merge from main
7 Months Ago
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
7 Months Ago
More colour options
7 Months Ago
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
7 Months Ago
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
7 Months Ago
Handle null and empty results in GetItemDefinitionsWithPrices
7 Months Ago
Added bulb string lights
7 Months Ago
New WaypointRace type
7 Months Ago
Added monument blacklist to world config as well as map tools
7 Months Ago
Set monument settings to the world setup defaults if they dont exist in the config
7 Months Ago
Minor fix
7 Months Ago
WaypointRace uses Vector3 instead of Transform
7 Months Ago
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
7 Months Ago
Fixed conversation ending too early
7 Months Ago
The King gets in his car when the race starts. New NPCMounter entity.
7 Months Ago
Stash tests
7 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
7 Months Ago
OnAnimationComplete is now run on the main thread so code isn't unknowingly run on other threads
7 Months Ago
Fix AspectRatio returning 1 (even when not 1) for single frame sprites
7 Months Ago
TileAtlas now properly adds bleeding tiles for tiles of sizes larger than 1,1
7 Months Ago
Set startup scene in project settings
7 Months Ago
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
7 Months Ago
Set Jigsaw piece ownership transfer mode to Takeover
7 Months Ago
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
7 Months Ago
git blame ignore "Copy over changes for shader resources"
7 Months Ago
7 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
7 Months Ago
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)... 🤯