131,135 Commits over 4,232 Days - 1.29cph!
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Show on the item info panel if data can't be redeemed
Add data spawns to all of the loot spawners
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Set default execution order of InvokeHandler to (hopefully) work with Indirect Instancing
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
Fixed players being killed on save/load
Update clan data immediately when score changes
Allow data to be stacked up to 5
Add small and medium data items
Insert a medium data item into a players corpse if killed by someone on the opposite clan
Boilerplate loot item and deposit entity
Virtual scrolled the item list
Fix NRE when in build priv zone
Initialise the game mode after the clan system is started in Bootstrap
Switched team system over to clan system
Alow tech trees to declare their own name
Fix position of snow jacket
Can favorite items
Added All and Favourites tabs
3 materials for the 3 extra materials created
Cherrypick CS
107107
- Wind shader fix
Probably fixed build errors
npc_missiledefense model + code adjustments
* works better now
Port CS:GO's TexturePacker and FontTextureCache
* Fixes a weird font corruption issue
Deduplicate "Failed to CreateQueryUserUGCRequest" warnings
* So it is known exactly where its coming from
Disable vmevent API
Fixed Enemy Rebels refusing to use RPG against the player
* Also fixed them commenting on players death as if they weren't hating them
hackweek arcade machine wip
Update TextureFormat being deprecated in ColorCorrectionLookupEditor as well
Switch from ComputeBuffer -> GraphicsBuffer so I can cast from BufferDesc -> GraphicsBuffer implicitly to preserve existing behavior in SpatialEnvironment code
Cast null to RenderTexture in Graphics.Blit inside OcclusionCulling.Debug since there are overloads now
Remove TextureImporter.textureFormat being set in AssetStorage.cs since it's deprecrated
- simply set Automatic compression vs uncompressed for now, review later
Clarify namespaces for rendering in Rust code after namespaces changed
Switched to setting poses through a menu for choosing pose for powered and unpowered states
More auto applied upgrades
Update namespaces & such in SpatialEnvironmentVolumeDrawPass instead of the render pipeline package
Fix render pipeline switch using statement -> Begin() & End() calls
Remove RustRenderPipelineAsset.renderingLayerMaskNames since it's Obsolete and no longer virtual
Fix namespaces & methods being changed in the Rust.RenderPipeline package
- changes in project directly instead of in git repo for now
- stuff like UnityEngine.Experimental.Rendering.RenderGraphModule -> UnityEngine.Rendering.RenderGraphModule;
- ComputeBuffer renamed to Buffer
- obvious fixes first
merge from floating cities
Script auto compile / fixes
Cherrypick CS
107091
- TMP_script changes
Cherrypick CS
107090
- ProjectSettings\MultiplayerManager.asset
Cherypick CS
107089
- CurrentVersion.cs
Update ProjectVersion.txt to 6000.0.58f2
replaced enough of the old point grid into SDF to be able to place it in-game and get the default looking ice block back