128,074 Commits over 4,201 Days - 1.27cph!
Clean(editor): remove Tools/Menu2
Checked both the editor pref by variable and by value, they're not used anywhere
Tests: none, trivial change
Fix deployment warning for BBS
Update(editor): StoreBundleTool - scan scriptable objects
- fix assembly scanner skipping public fields if it's type is nested
Tests: created a dummy scriptable object, ran a scan - it got picked up
exported updated vm rpg skin rig and anims
Reduced number of point light on all string lights prefabs
Cleaned up the lighting setup in the casino and setup Light At Time groups
Disabled shadow casting on all casino light except one
Static prefabs for trophies used in the casino
CH47 rusty material variant to better match the rest of the environment
Various minor tweaks
- Add mission relating to underwater labs, given by fishing village Divemaster
- Some small improvements to existing Divemaster dialogue
- Fix dialogue graph node connections not being deleted with the node
- Add string identifier field to mission event payload
- Dialogue graph now saves before closing due to an assembly reload
- Fix NPCMissionProvider releasing the wrong list to pool
Some fixes for the boombox as it relates to the new mission:
- Boombox play phrase no longer refers to a cassette tape if there is no valid tape inserted
- Microoptimizations to boombox distance checks
added fuel storage/consumption to boat engine
merge from ui_overhead_optims
Removed the text caching in UI_Page again, OnCanvasHierarchyChanged already unregister child texts of disabled canvas
Fixed settings dropdown being enabled during init, not needed
Updateeditor): StoreBundleTool - activate bundle assignment code
- removed extra logging
Tests: editor compiles
TMP_Text now checks if the cached canvas is enabled before registering itself
Fixes texts being registered when enabled in a disabled canvas
Added documentation + tips button that opens link to the wiki
Update(editor): StoreBundleTool - scan for already-assigned-to-bundles resources
- fixed timer reporting invalid times for sections of code
Tests: ran it, doesn't find any diffs with my manual assignments from last month
Added ui.printTexts to debug the active dynamic texts
Editor tool to find and remove incorrect / leftover entity tags
Show required propulsion items in boat building UI
deep sea specific ocean materials, tropical shore only in deep sea
Update(editor): StoreBundleTool - add proxy path scanning from existing prefabs
Tests: ran the code, checked some of the paths. gotta implement comparison to fully validate
Improved UI for bulk import and download buttons
Rename error Invalid_NoSails to Invalid_NoPropulsion
Fix for "Cannon deployment guide incorrect"
tropical shore fade range
added unskinned windmill for test for ian
- Correct reload time estimations (across the net)
- Better client predicting aim lerps
- Fix powerbar sticking
disabling shadow casting on prefabs
shadowcasting overrides on supplies barge set dressing
Update(editor): StoreBundleTool - add support for array traversal
Tests: ran the tool, it found all annotated fields
Update(editor): StoreBundleTool - properly implement reflection shortcutting
Tests: stepped through how it's accumulated. will test more later
merge from engine_forces
- initial implementation only, stub functions instead of EntityFuelSystem at the moment
split up RequiredItems and PropulsionItems in boat building requirements, hooked up engine power to UI through interface
disabling shadow casting on prefabs
shadowcasting overrides on medical barge set dressing
Set all tooltip texts to dynamic
Fixed settings and server browser scaled texts not marked as dynamic
disabling shadow casting on prefabs
shadowcasting overrides on food barge set dressing
Double all block health contributions
Remove inventory eat button and hotbar select from example item (apple) and template
Small engines can only be placed on hull blocks.
Added support for RequireHull to SocketMod_BoatBuildingBlock.
Update(editor): start of StoreBundleTool - automates bundle assignment for properties with ProxyPathFor attrib
- starting with assembly scanning
Idea is to scan the assembly, detect all the relevant fields, resolve them and assign referenced assets to the bundle
Tests: ran it, doesn't find all fields yet
disabling shadow casting on prefabs
shadowcasting overrides on farm barge set dressing
dummy logic for fuel consumption in force application
Only update SDF Scale when lossy scale has changed by more than 20% (from last TMP version)
increased engine thrust, as strong as 2.5 sails
Added Is Scale Static field to RustIcon editor