242,943 Commits over 3,867 Days - 2.62cph!
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merge from ocean wreck buoy
merge from legacy wood log piles
merge from divesites branch
Merge from arm64_native_libraries
Basic pointer controls
https://files.facepunch.com/ziks/2024-08-06/sbox-dev_Q4tC3UdMFN.mp4
Added back old arid rock formations in procmap stack
removed stone splat from medium rock formation prefabs
Added custom sorting mode - uses a snapshot of the current state of the container and will try and recreate that
Still WIP, has some issues
Leaderboard backup, run #
12991
Throw exception in ScrollArea when trying to set canvas to an ancestor of itself
Add Curve.Frame.WithTime, Curve.Frame.WithValue
Hide GraphicsItem.AddChild, RemoveChild
Add GraphicsItem.Width, Height
Profiling
UI updates
Added a stack option, will consolidate any possible item stacks prior to sorting
Added a category option, mirrors order of F1 menu
Added a new JarrydTestMap option
Fixing options not saving, and changes to options now show up immediately
Separate opacity option for the sidebar
Added flex versions of all of the standard rust labels
Added option to sort by count and condition
Added option to reverse whatever sort is selected
Refactor sorting settings data storage, authoring UI now supports Apply/Cancel
Don't show sorting config button if box doesn't have a storage adaptor
Code cleanup, compile fixes
New dithered brushes for areas with multiple defines
Add Graphics.Draw for drawing models instanced indirect
Fixed all cases where the highlight started or ended on the wrong line
Can now toggle alarms on/off in the UI
Minor UI flow fixes
Pull default tags for GameTagsControlWidget from CollisionRules. Only display GameObject-related tags for GameTags, not ITagSet.
Add Graphics.Draw for instanced drawing of models, internal until API finalized https://files.facepunch.com/layla/1b0611b1/sbox-dev_6aYDkpCHBO.mp4
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new mussels tiling material
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More UI layout tweaks, delete button, max alarm count
Finalized heli for merging.
Better distance scaling on impacts.
Map shader now takes water depth from shore vectors into account
Fixed shore vectors that are fed into shader system ignoring lakes and water carving volumes
Fixed RustCamera environment determination not taking water carving volumes into account
openvdbglue stub for compiling openvdb into nanovdb, VolumetricMaterial component and attributes for it, don't generate thumbnails for OpenVDB source files
More UI work, can now set alarms and save them using the config screen
Car radio now works on 1module_cockpit_with_engine.
Video https://files.facepunch.com/jacob/1b0511b1/Unity_sqK5oqgNUy.mp4
- WIP Visuals
- behaves just like the deployable boombox but without casettes or the need for power
- may revisit casette functionality later
- still need to add checks for the car is powered on
- still need to setup armoured cockpit and regular cockpit
Voiceprops page with dancing models
Basic editor view elements
https://files.facepunch.com/ziks/2024-08-05/sbox-dev_WBiBOoYKRI.png
Initial commit
grid height fix
Scrubber
TimelineSession
Space / play works
Scrub bar cleanup
Make look nicer
OpenVDB Source Asset Type, rename VolumetricData to VolumetricMaterial
v_m4a1: correctly bound foregrip attachments to weapon_root