141,069 Commits over 4,383 Days - 1.34cph!
merge from lookingat_io_qol
Cherrypicked 143119: Updated UpdateLookingAt to ignore IO entities that arent matching the wiretool type you're holding
Network list of owners and guests to apartment room owners
Add support to authorize guests on your room
merge from automated_testing/skins
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Add minimum rent to apartment prefabs
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
Added an error in the skin inspector when display name is empty
Added a new test checking all skins have a display name
Added display name phrases to the new barrel skins
Empty display name is causing NRE when generating skins schema
Fix "Rent Due" not showing
Fix "Rent Due" vital not being assigned the correct type
New items for sale in floating city vendor (Removed kayak, paddle, torpedo) added playerboar items. S2P all floating cities.
RTL and emoji input field stuff compile fixes
Industrial Torch - Initial prefab setup, added model, materials, icon, entity, viewmodel, worldmodel, localization, set it all up and working. Accidentally reverted the manifest though :(
Fixing compile errors
- FontAssetGenerator
- RustText/RustTextEditor
- FlexGraphicTransform
- FlexTextEditor
Re-applied our Rust specifics UGUI and TMP modifications on top of UGUI 2.0
Started updating TMP:
- Deleted our custom GUI and TMP packages
- Embedded com.unity.ugui 2.0 (contains up to date GUI and TMP)
- Fix metabolism values on other players not being recorded in demos
- Add RpcTarget.FromFlags to easier construct who we want to send an RPC to
- Fix full server snapshots not being sent if running client+server
Fix penthouse apartment hull being hidden when not rented
merge from apartment_complex_monument/prototype -> apartment_complex_monument
merge mortar_prototype to main
Add recoil anim to mortars, re-order one shots to layer them on top of handles.
merge from main -> apartment_complex_monument
fixed offset issues with salvaged cleaver following model refresh merge
Added state sync to ak world rig reload anim
Plushie mesh fixes and emmisive
Fix server compile error from fix_dynamic_occlusion_pausing
merge from new_inputsystem
merge rust_relay_server -> main
Optim: Apply IsValidToRun for value-type ObjectWorkQueues
- overrode BoatAIWorkQueue, UpdateSurroundingsQueue, UpdateMissionValidStateWorkQueue
Tests: none, checked IL
removed dud code, build fix
Make all furniture inside apartments immortal and remove all the groundwatch so it can't break due to "ground missing"
Optim: use virtual IsValidToRun to avoid boxing allocs in ObjectWorkQueue.RunQueue
Sad-noises-about-C#-generics, couldn't figure how to automate it
Tests: none, inspected IL, no box instructions generated
updated wood stove prefab and mesh
merge rust_relay_server -> main
Ensure relay startup values are cached, even if disabled
Add timeline playback, fix base layer not showing all clips.
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Swap sweep animations to the non-temp versions
merge from fix_dynamic_occlusion_pausing -> main
Evict players once they have rent due for >24hrs
- once you catch up on rent the timer resets
Further fine tuning on the time acceleration curve, even out dusk vs dawn, while keeping night 10 minutes IRL long.
isFKey goes from F1 to F24