244,583 Commits over 3,898 Days - 2.61cph!
Hackweek procedural geometry
ditto
Added capture point status to the HUD, moved the minimap and chat around
Add ComputeBufferType.IndirectDrawArguments
Public Graphics.DrawModel(Instanced)(Indirect), prefer Span<Transform> to Transform[T]
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
Get rid of aces camera preset in fps_testing scene
Color track
PropertyGenericTrack
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)
Force-leave seat on respawn
Actually, fixed wheel simulation
Don't simulate wheels if we don't own the car for now - this isn't good behavior, we should be simulating it properly
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
Nudging and keyframe deleting
Box selection
Add GraphicsView.DragType (enables SelectionRect)
Add GraphicsItem.Children
Leaderboard backup, run #
13039
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
relic offer chances
misc
fix chosen card bug, card inital spawnpos
level organizing, etc
Revert ComponentList changes for now. This seems to break things for everyone 😅
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
ComponentList no longer breaks when changing the parent class of a Component to something that *isn't* Component. Resolves Facepunch/sbox-issues#6152
merge from hackweek_arabic (phrases update)
Stylesheets @import-ed with a path relative to the local path will also hotload now
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
Don't have the host do this, doesnt work that way