108,608 Commits over 3,867 Days - 1.17cph!
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
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
World Config is now setup as a list of overrides to monuments, rather than a list of defaults
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
Merge from main -> monument_scenes
restored broken codegen files
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
Coastal cliff material tweaks
removed old underwater plants textures
Coastal cliffs lowpoly and colliders
Deleted unnecessary textures
Use prefab attribute to avoid duplicating the anim list for every wolf
Allow wolves to reprioritize their target when fighting a group
Fix compile errors in server/client modes
collision damage
- disabled for now
- also moved test data output to editor define
merge from buildingerrors_improvements
When deploying on a door, check if the current target has a socket before rejecting (fixes door controller not deployable on door since 101954)
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.
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
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
Merge: merge from main
Lets see how much extra work I got left now
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
adjusted surface params
- static surface a bit liftier for quicker take-off
- control surfaces less twitchy
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
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
Exposed: rail ring, rail ring min world size requirement (config & tools)
Exposed: above ground rails, below ground rails (tools)
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
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
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying