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139,736 Commits over 4,505 Days - 1.29cph!

2 Years Ago
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
2 Years Ago
Merge from main -> monument_scenes
2 Years Ago
restored broken codegen files
2 Years Ago
Print cliff defintitions
2 Years Ago
Expose: biome tier percentages and biome arid, temperate, tundra and arctic to editor tools
2 Years Ago
Coastal cliff material tweaks
2 Years Ago
Fairy lights new colors
2 Years Ago
correct texture names
2 Years Ago
removed old underwater plants textures
2 Years Ago
Coastal cliffs lowpoly and colliders Deleted unnecessary textures
2 Years Ago
Use prefab attribute to avoid duplicating the anim list for every wolf
2 Years Ago
Allow wolves to reprioritize their target when fighting a group
2 Years Ago
Fix compile errors in server/client modes
2 Years Ago
merge from main
2 Years Ago
collision damage - disabled for now - also moved test data output to editor define
2 Years Ago
merge from buildingerrors_improvements
2 Years Ago
When deploying on a door, check if the current target has a socket before rejecting (fixes door controller not deployable on door since 101954)
2 Years Ago
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.
2 Years Ago
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
2 Years Ago
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
2 Years Ago
Merge: merge from main Lets see how much extra work I got left now
2 Years Ago
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
2 Years Ago
adjusted surface params - static surface a bit liftier for quicker take-off - control surfaces less twitchy
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Exposed: rail ring, rail ring min world size requirement (config & tools) Exposed: above ground rails, below ground rails (tools)
2 Years Ago
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
2 Years Ago
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
2 Years Ago
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
2 Years Ago
Editor can now override world configs
2 Years Ago
Fixed game tips and tool tips formatting
2 Years Ago
Converted vitals label TMP texts to RustText
2 Years Ago
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
2 Years Ago
Clean: Fixing depr warnings in Third Party/PluginMaster 8 to go. Tests: none, trivial changes
2 Years Ago
Clean: Fixing depr warnings in Third Party/CinematicEffects 10 to go Tests: none, trivial changes
2 Years Ago
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
2 Years Ago
Use SetText when formatting Crosshair interactions Removed the TMP SubMesh in the prefab
2 Years Ago
Converted PieMenu TMP texts to RustText Format number based on current language (1,000 vs 1 000)
2 Years Ago
Fixed [+bind] and <color> tags ending up reversed, still broken in some cases depending on how we're formatting the string initially
2 Years Ago
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)
2 Years Ago
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
2 Years Ago
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.
2 Years Ago
Minor fix on the demo menu: the Open Folder button was overlapping the Refresh button in some languages
2 Years Ago
Fixed left/right horizontal aligment for right to left languages Automatically swap text horizontal aligment based on the line count
2 Years Ago
Clean: Fixing depr warnings in Scripts/Procedural - EditorGUIUtility.LookLikeControls -> manual setting field and label widths 47 to go (I hope) Tests: None, trivial changes
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Clean: Fixing depr warnings in Rust.AI/ 3 to go. Tests: none, trivial changes
2 Years Ago
Spotlight Feedback V2
2 Years Ago
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)