108,625 Commits over 3,867 Days - 1.17cph!
Populate the DLC tab and get popups working
Fix FlexTransition breaking if SwitchState is called before Awake is actually called
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reset scale variance on wood log pile
Removing "RECYCLER IN SAFE ZONE" spam at server startup
Added detailed error messages when failing to deploy the tin can alarm wire
Fixed tin can alarm wire deployable on terrain holes
Merge from hot_reload_unity -> main
Merge from hot_reload_unity -> main
Add hotreload package manually since specifying the package link requires a git client on PC
Rough initial model
- lift and drag calculated from arbitrary control surface definitions, needs splitting up more
- still requires some fudge factors for proper lift within desirable rust speeds
Fixed IO hose grey material fuckery again
Merge from main -> monument_scenes
Merge from hot_reload_unity -> main
Merge from main -> hot_reload_unity
Merge from main -> hot_reload_unity
merge from buildingerrors_improvements
Car radio now works on all 3 cockpit types (regular, with engine and armoured).
Car radio will only work when the car is powered on, the radio will turn off when the car is off.
Video https://files.facepunch.com/jacob/1b0611b1/Unity_PmVGc3WdK5.mp4
(WIP Visuals)
Some IO tweaks, now send a signal instead of passing power through when ringing
Updated icon, removed condition loss when picked up
spawn legacy wood log piles in all biomes plz
Wrap animator into a playable, to allow playing one-shot animations without having to edit the animator every time
Map generation now ensures client + server
Editor starts playing when map generation button is pressed
Clean: fixing depr warnings in Scripts/Server
- Server performance can now report memory usage past 4GB
Tests: None, trivial changes
Clean: Fixing depr warnings in Scripts/Entity
- Deleted VehicleModuleSeating.EditorCopyIntoBaseVehicle - all prefabs had up-to-date seating (we can remove the field soon)
- Deleted not-referenced Casette.FailedNetworkFileRequest (been marked as "deleteme" for 3-4y)
- Converted more types to use IServerFileReceiver - Casette, Signage. Ran RPC codegen to clean up.
- More ParticleSystems module use
- More ClientRPC RpcTarget-overload usage
- BasePlayer - explicitly read/write u64s (was happening implicitly via obsolete api)
Tests: none, trivial changes
mussel clumps, mussel clump transparent, mussel tiling material
Merge from OceanWreckBuoy
Merge from legacy_wood_log_pile
Merge from Underwater_divesites
Merge from temperate_cliff_rework
Clean: fixing depr warnings in Scripts/Util
- Part of AssetStorage clean added a warning when compression gets ignored (we only have 1 use case right now, Terrain normal maps)
- Remove TextureImporter obsolete field usage
- TextureImporter.linearTexture -> .sRGBTexture
- MeshRenderer.motionVectors -> .motionVectorGenerationMode
- More ParticleSystem module usage
98 warnings to go
Tests: None, trivial changes
prepared prefab on wood pile
Force rebuild UI layout when adding new alarms
Updated sockets to make it stick to walls and be placeable on the ground (similar to the counter)
Updated guide mesh
wood log pile asset and node prep for procmap
Clean: fixed depr warnings in Assets/Prefabs
- RequestFileFromServer to use IServerFileReceiver overload + ran RPC codegen
- ClientPRCPlayer -> ClientRPC
- more using particle system modules directly
About 115 to go
Tests: checked bradley effects work, checked chainsaw effects work, checked photoframe drawing works
Allow lightweights entity components to handle RPCs
Create lightweight components that don't have the overhead of unity components