242,896 Commits over 3,867 Days - 2.62cph!
Support for multiple transitions between the same pair of states
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_WdhArnc1sX.png
Fix compile errors in server/client modes
collision damage
- disabled for now
- also moved test data output to editor define
player dresser, move networkhelper logic
merge from buildingerrors_improvements
When deploying on a door, check if the current target has a socket before rejecting (fixes door controller not deployable on door since 101954)
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.
Don't skip moving statics when adding [Il2CppEagerStaticClassConstruction] because it still seems a bit better to move them too
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
Merge: merge from main
Lets see how much extra work I got left now
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
adjusted surface params
- static surface a bit liftier for quicker take-off
- control surfaces less twitchy
Jeep sets on fire at half health
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
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
Add Json.ParseToJsonObject( ref Utf8JsonReader reader ), Json.FromNode<T>( JsonNode node )
Menu is default DeleteOnClose = true (let us know if some menus stop opening)
Can delete tracks
Update minimal.scene
Exposed: rail ring, rail ring min world size requirement (config & tools)
Exposed: above ground rails, below ground rails (tools)
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
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
yoke visualising input properly because I can't tell if the model is bad or if I'm bad at flying
Revert "Jeep tries to stay upright"
This reverts commit 248a5eae6855cd64846b623362d22696dc5d17fa.
Improved jeep handling
Jeep tries to stay upright
Improve water shader
Code for planar reflections
Delete this seemingly unused camera
Scene setup for planar reflections, disabled otherwise everyone will complain about how shit the game runs
Editor can now override world configs
Fixed game tips and tool tips formatting
Converted vitals label TMP texts to RustText
Fix ComponentList breaking when component in the list no longer derives from Component. Resolves Facepunch/sbox-issues#6152
Allow visualization of AI senses on the client via RPCs, fix wolves attacking dead players
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
Clean: Fixing depr warnings in Third Party/PluginMaster
8 to go.
Tests: none, trivial changes
Clean: Fixing depr warnings in Third Party/CinematicEffects
10 to go
Tests: none, trivial changes
Fixed stylesheet @import hotloading without disrupting existing stylesheet imports. Resolves Facepunch/sbox-issues#5317
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
Don't try to get every single IRespawnable, only ones on the same level as our HealthComponent - this was causing issues when killing someone while they were in a vehicle,, it'd kill EVERYONE, and the vehicle.
Refactor use system, reply out with toast saying why we can't use something
Show current state when playing editing live scene
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_OVwPBjVssA.mp4
v_usp: fixed two-handed firing anim errors
Use SetText when formatting Crosshair interactions
Removed the TMP SubMesh in the prefab
Converted PieMenu TMP texts to RustText
Format number based on current language (1,000 vs 1 000)
Fixed [+bind] and <color> tags ending up reversed, still broken in some cases depending on how we're formatting the string initially
Fix NRE when pasting gameobjects
Adjust input state reset logic
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)
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
Refactor
Track serialization
Save a bunch of lookup data on property tracks