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108,608 Commits over 3,867 Days - 1.17cph!

3 Months Ago
Imported UnitySteer
3 Months Ago
Little bit of a start on making a framework for the King to have racing AI
3 Months Ago
New mesh arrow in the HUD points to next target race waypoint
3 Months Ago
3 Months Ago
Race event starts correctly
3 Months Ago
merge from main
3 Months Ago
More colour options
3 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
3 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
3 Months Ago
Handle null and empty results in GetItemDefinitionsWithPrices
3 Months Ago
Added bulb string lights
3 Months Ago
New WaypointRace type
3 Months Ago
Added monument blacklist to world config as well as map tools
3 Months Ago
Set monument settings to the world setup defaults if they dont exist in the config
3 Months Ago
Minor fix
3 Months Ago
WaypointRace uses Vector3 instead of Transform
3 Months Ago
Wired up filters - monument filters defined in WorldConfig are now injected into internal map tools
3 Months Ago
Fixed conversation ending too early
3 Months Ago
The King gets in his car when the race starts. New NPCMounter entity.
3 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
3 Months Ago
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
3 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
3 Months Ago
Merge from main -> monument_scenes
3 Months Ago
restored broken codegen files
3 Months Ago
Print cliff defintitions
3 Months Ago
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
3 Months Ago
Coastal cliff material tweaks
3 Months Ago
Fairy lights new colors
3 Months Ago
correct texture names
3 Months Ago
removed old underwater plants textures
3 Months Ago
Coastal cliffs lowpoly and colliders Deleted unnecessary textures
3 Months Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
3 Months Ago
Allow wolves to reprioritize their target when fighting a group
3 Months Ago
Fix compile errors in server/client modes
3 Months Ago
merge from main
3 Months Ago
collision damage - disabled for now - also moved test data output to editor define
3 Months Ago
merge from buildingerrors_improvements
3 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)
3 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.
3 Months Ago
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
3 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
3 Months Ago
Merge: merge from main Lets see how much extra work I got left now
3 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
3 Months Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy
3 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
3 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
3 Months Ago
Exposed: rail ring, rail ring min world size requirement (config & tools) Exposed: above ground rails, below ground rails (tools)
3 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
3 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
3 Months Ago
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying