244,583 Commits over 3,898 Days - 2.61cph!
Jeep sets on fire at half health
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
Add Json.ParseToJsonObject( ref Utf8JsonReader reader ), Json.FromNode<T>( JsonNode node )
Menu is default DeleteOnClose = true (let us know if some menus stop opening)
Can delete tracks
Update minimal.scene
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
Revert "Jeep tries to stay upright"
This reverts commit 248a5eae6855cd64846b623362d22696dc5d17fa.
Improved jeep handling
Jeep tries to stay upright
Improve water shader
Code for planar reflections
Delete this seemingly unused camera
Scene setup for planar reflections, disabled otherwise everyone will complain about how shit the game runs
Editor can now override world configs
Fixed game tips and tool tips formatting
Converted vitals label TMP texts to RustText
Fix ComponentList breaking when component in the list no longer derives from Component. Resolves Facepunch/sbox-issues#6152
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
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
Fixed stylesheet @import hotloading without disrupting existing stylesheet imports. Resolves Facepunch/sbox-issues#5317
Don't try to get every single IRespawnable, only ones on the same level as our HealthComponent - this was causing issues when killing someone while they were in a vehicle,, it'd kill EVERYONE, and the vehicle.
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
Refactor use system, reply out with toast saying why we can't use something
Show current state when playing editing live scene
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_OVwPBjVssA.mp4
v_usp: fixed two-handed firing anim errors
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
Fix NRE when pasting gameobjects
Adjust input state reset logic
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
Refactor
Track serialization
Save a bunch of lookup data on property tracks
State machines actually function again
Given jeep a display name so if someone destroys it it'll show up in the feed
HealthComponent.MaxHealth is exposed and defined properly - give jeep a bunch of health
More jeeps around the map just in case
Add a bunch of jeep spawners in each base
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.
Shortcuts defined on static classes are now treated as Window shortcuts if not specified
Raise Conquest game duration
Fixed floating helicopter on helipad
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