108,611 Commits over 3,867 Days - 1.17cph!
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
Editor can now override world configs
Fixed game tips and tool tips formatting
Converted vitals label TMP texts to RustText
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
Clean: Fixing depr warnings in Third Party/PluginMaster
8 to go.
Tests: none, trivial changes
Clean: Fixing depr warnings in Third Party/CinematicEffects
10 to go
Tests: none, trivial changes
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
Use SetText when formatting Crosshair interactions
Removed the TMP SubMesh in the prefab
Converted PieMenu TMP texts to RustText
Format number based on current language (1,000 vs 1 000)
Fixed [+bind] and <color> tags ending up reversed, still broken in some cases depending on how we're formatting the string initially
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)
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
Clean: Fixing depr warnings in Editor/Rust
- Added a bit of error checking to SceneToPrefabs to avoid accidents
- EditorApplication -> EditorSceneManager for all scene related work
- ListView event changes, onItemsChosen -> itemsChosen, onSelectionChange -> selectionChanged
27 warnings to go.
Tests: ran Scene2Prefab/Locate Renderers with no LOD Components - it detected a number of issues, so green. Other changes are trivial.
Minor fix on the demo menu: the Open Folder button was overlapping the Refresh button in some languages
Fixed left/right horizontal aligment for right to left languages
Automatically swap text horizontal aligment based on the line count
Clean: Fixing depr warnings in Scripts/Procedural
- EditorGUIUtility.LookLikeControls -> manual setting field and label widths
47 to go (I hope)
Tests: None, trivial changes
Bugfix: Reimplementing PowerLineWireUndo
Unity deprecated a couple Undo APIs that broke our utility, so replaced them with new API. Also upgraded PrefabUtility usage and nuked a couple unused public methods (since they used deprecated APIs).
Tests: Tested Undo-Redo when adding a new line on power line platform - works
Clean: Fixing depr warnings in LeavesBlowing.cs
- Also cleaned empty method
65 to go - I thought this was going to be 0, but turns out there's 65 more errors hiding, so the counter restarts
Tests: none, trivial changes
Clean: Fixing depr warnings in Rust.AI/
3 to go.
Tests: none, trivial changes
Clean: fixing depr warnings in Scripts/PostProcessing
Done by taking Unity's official repo upstream patches for our version of unity for these specific file segments. We should replace our source package via a core package.
5 to go.
Tests: Setup debug overlay for normals - still works (though wonky)
Clean: fixed depr warnings in Scripts/Analytics
Now outputs refresh rate as a decimal fraction
Tests: none, trivial change
Clean: fixing depr warnings in Scripts/Diagnostics
Now able to return 2GB+ values for dump convar. 8 to go.
Tests: Generated a dump, validated the padding is alright
Automatically add [Il2CppEagerStaticClassConstruction] to types with static constructors that don't depend on others
Add a new accessibility section to the options menu, list all colour customisation options
https://files.facepunch.com/jarryd/1b0811b1/Unity_i4M6UPzANS.jpg
Allow the player to modify the colour of the building blocked radius around monuments
New spotlight lighting treatment & related textures.
Added support for changing nametag colours, with specific team, ally, enemy and clan colour options
Also applies to colour of team mate markers on the map
Made conversation slightly funnier
Conversation improvements
Bandit King conversation tree
Added convars to change the colour of tree hit markers and the health/thirst/hunger bars to a selection of preset colours for colorblind players
Uses a new AccessibilityCollection data class to store options, currently implemented colour and material swap versions
Each collection type has a corresponding component
https://files.facepunch.com/jarryd/1b0811b1/Unity_87LQF6dyfh.jpg
merge from hackweek_arabic (phrases update)
Bandit king has a throne nearby and some other general decor
Added the Bandit King to Bandit Camp
Commented out the skeleton bone names stuff in the phrase update process, we don't use them in-game and they're cluttering Crowdin
Fixed null phrases in SocketMods blocking the phrases update
removed unused lights, underwater_plants roughness tweaks
updated underwater foliage wip. fixed alpha cutout issue on twig_diff.mat, test scene wip
Restored server filters category texts, fixed the TMP SubMesh hell
Fixed option menu dropdowns not clickable