202,221 Commits over 4,171 Days - 2.02cph!

1 Year Ago
Set monument settings to the world setup defaults if they dont exist in the config
1 Year Ago
Minor fix
1 Year Ago
WaypointRace uses Vector3 instead of Transform
1 Year Ago
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
1 Year Ago
Fixed conversation ending too early
1 Year Ago
The King gets in his car when the race starts. New NPCMounter entity.
1 Year 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
1 Year Ago
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
1 Year 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
1 Year Ago
Merge from main -> monument_scenes
1 Year Ago
restored broken codegen files
1 Year Ago
Print cliff defintitions
1 Year Ago
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
1 Year Ago
Coastal cliff material tweaks
1 Year Ago
Fairy lights new colors
1 Year Ago
correct texture names
1 Year Ago
removed old underwater plants textures
1 Year Ago
Fixed IMaterial:SetVector4D not using float inputs Fixed changelevel crash to do with ragdolls Fixed erroring material in EP1 (Stalker teeth) Update Kleiner and Alyx models Fixes Kleiner's idle animation to be the unique Kleiner one Prioritize EP2 animations over EP1 or default animations for Alyx (such gun holster animations) Dog model with episodic animations This makes Episode 1 intro map fully playable. Also fixes Strider vs Dog scene. Moved stalker_animations.mdl to overrides folder Merged Eli model with Episodic animations
1 Year Ago
Coastal cliffs lowpoly and colliders Deleted unnecessary textures
1 Year Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
1 Year Ago
Allow wolves to reprioritize their target when fighting a group
1 Year Ago
Fix compile errors in server/client modes
1 Year Ago
merge from main
1 Year Ago
collision damage - disabled for now - also moved test data output to editor define
1 Year Ago
merge from buildingerrors_improvements
1 Year 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)
1 Year 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.
1 Year Ago
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
1 Year 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
1 Year Ago
Merge: merge from main Lets see how much extra work I got left now
1 Year 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
1 Year Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy
1 Year 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
1 Year 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
1 Year Ago
Exposed: rail ring, rail ring min world size requirement (config & tools) Exposed: above ground rails, below ground rails (tools)
1 Year 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
1 Year 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
1 Year Ago
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
1 Year Ago
Editor can now override world configs
1 Year Ago
Fixed game tips and tool tips formatting
1 Year Ago
Converted vitals label TMP texts to RustText
1 Year Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
1 Year Ago
Clean: Fixing depr warnings in Third Party/PluginMaster 8 to go. Tests: none, trivial changes
1 Year Ago
Clean: Fixing depr warnings in Third Party/CinematicEffects 10 to go Tests: none, trivial changes
1 Year 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
1 Year Ago
Use SetText when formatting Crosshair interactions Removed the TMP SubMesh in the prefab
1 Year Ago
Converted PieMenu TMP texts to RustText Format number based on current language (1,000 vs 1 000)
1 Year Ago
Fixed [+bind] and <color> tags ending up reversed, still broken in some cases depending on how we're formatting the string initially
1 Year 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)
1 Year 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