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Releases: maxwag9/rusty_skylines

RustySkylines Alpha_v1.6.15a

21 Mar 17:38
dcf16e4

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Add step to install Linux dependencies in workflow

Added a step to install Linux system dependencies before building the release binary.

RustySkylines Alpha_v0.6.1a

18 Feb 23:00

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Rusty Skylines Alpha v1.6.1a Feb 18th 23:39

Fixed crash because the shader path function gave a wrong path!

[Major]
Added Partitions to the road manager.
Partitions are bundles of Road nodes and segments and structured in a tree with a root on top.
This is for my future unique "pathfinding" for cars I call "Signfinding", because it is more like coming to an intersection and following the signs to your destination, just way smarter and more complicated and fancier and all that, you know what I mean right?
Completely O(1) by design! No Hashmaps and Hashsets, only Vecs!
There are some bugs to sort out, one is that a single node can be assigned a whole partition, but whatever, tiny stuff.………

Added Road "Regions" to distinguish between two or more disconnected entire Road networks, completely O(1) as well!

[Minor]
The moon has a small shine even when not being blasted with light by the sun (The sun is a deadly laser)
The moon and the sun now change sizes over time, like irl!
Also, they became smaller, but irl they are 2.5 times smaller, but I made them 2.5 times bigger because it looks so odd in a game.
The sun and moon truly are far away.

Visualizing the Partitions and Regions using Gizmo æ

Added a stub GameState and SaveState with no use, because idk. No time or something lol

***
lmao lol rofl kappa cringe   Ok I have had enough of these abbreviations. Time to go back to monke and just say oogabooga, way less complicated to communicate!

Signed-off-by: maxwag9 <maximwagner46@gmail.com>

RustySkylines Alpha_v1.6.0a

17 Feb 19:21

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Rusty Skylines Alpha v1.6.0a Feb 17th 17:45

[Major]
Applying motion vectors to the GTAO history alpha.
Fixed Intersection being offset from segment when using the through segment intersection feature.
Fixed Roads being built using lower LOD levels as height reference.

[Minor]
Fixed some stuff with intersections.
Intersections flatten terrain under them and save it, still early and bad though.
Made asphalt brighter.

***
KARATA

Signed-off-by: maxwag9 <maximwagner46@gmail.com>

RustySkylines Alpha_v1.5.14a

11 Feb 23:05

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Rusty Skylines Alpha v1.5.14a Feb 11th 23:29

Made shadows better. (Should be WAY better)

Added cars properly.

Cars render instanced now, instead of not rendering at all lol, because there was no code before and no cars.

You can add cars by pressing "R" to change cursor modes then clicking on the ground somewhere, that places down a car.

Also added a new option: drive_car: bool
You can drive a car by setting this option to true and placing a car.
Then that car is what the camera follows, and you can drive with WASD like in any other game. Handbrake with Spacebar (No drifting >:(  )

Added the whole CarSubsystem, managing all the cars and updating some stuff about chunks, no editing of cars here!

Each car has a random color and size.

***
Cars 4

Signed-off-by: maxwag9 <maximwagner46@gmail.com>

RustySkylines Alpha_v1.5.1a

26 Jan 23:38

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Rusty Skylines Alpha v1.5.1a Jan 26th 23:27

Added ACES TONEMAPPING!

Refactored the entire UI rendering pipelines to be offloaded to the new Render System.

Added a small proper event system and a keybind which utilizes the new event system, the first use!
That first use is the all-new cursor mode!
The cursor mode is just what happens at the mouse when you click.
Currently, it has Roads and terrain editing support, or just None.
["Toggle Cursor Mode"]
keys = ["KeyR"] This uses the new event system: Event::SetCursorMode(CursorMode::Roads(RoadType::default()))

Made the whole rendering use Rgba16Float for hdr rendering for the tone mapping!
UI uses it too and also gets tone mapped, so circle glow will be more intense, maybe.

Fixed terrain editing not showing up in the render!
Also fixed edge stitching during editing, because I used u8 values for the chunk local vertex coordinates and recently set the chunk size to 256, just ONE more than u8 limit of 255, causing it to overflow...

Added and option in the settings.toml file to disable shadows. They won't be rendered and NO BLACK BOX will follow you around, because I told it to not be shadowed when the depth is 1.0 in the shader.

Made the normals lighting at night for the terrain better, as in not lighting for no reason even though there is no sun, it is night...

Orbit radius is now clamped to at most 1000.0 meters away.

***
Today I fell asleep at 3:30 maybe, woke up at 11:40 I believe. Bad sleep deprivation, today I will be disciplined though. I had a crazy-ass dream though: https://www.notion.so/2f2d1f43448d80a1a2f2e7e31ff74402?source=copy_link

Signed-off-by: maxwag9 <maximwagner46@gmail.com>

RustySkylines Alpha_v1.4.12b

16 Jan 15:17

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Rusty Skylines Alpha v1.4.12b Jan 16th 14:43

Fixed a future crash that could happen, because of the render color format of the screen or driver idk, which I took from the Vec of supported color formats from the index 0, but what if the index 0 is a color format other than Rgba8UnormSrgb? Then it would crash because all pipelines depend on it being that widely supported format.

I made zooming way faster (*10.0 instead of *4.5)

Most importantly I added polyline geometry to the lanes, works well for now, more complex stuff will come.

The arrows render using the polyline now, so it shows the polyline path perfectly. Direction is decided by the polyline Vec.first() to Vec.last(), I like that.

The polyline Vec3s are at least the terrain height high.

***
Alex....... CAT is sleeping in a circle.

Signed-off-by: maxwag9 <maximwagner46@gmail.com>

RustySkylines Alpha_v1.3.14b

27 Dec 17:24

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Rusty Skylines Alpha v1.3.14b Dec 27th 17:57

You can now SAVE and LOAD worlds! The edited chunks are being saved, not the entire world, so file size stays low. But it is still big, being 1MB for 10 chunks or so... let's see what I can do...

Fixed some stitching issues between chunks.
Fixed edits despawning immediately after moving away and the edited chunk downgrading or doing anything, really.

Bugs: Some Normals banding at the edges is visible again.
And the stitching is definitely not perfect.

NEVER MIND I fixed both bugs real quick lol!!
But the stitching is definitely not COMPLETELY perfect...

***
I like Rust, maybe even love it...

Signed-off-by: maxwag9 <maximwagner46@gmail.com>

RustySkylines Alpha_v1.3.9a

21 Dec 14:52

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Rusty Skylines Alpha v1.3.9a Dec 21th 14:34

Completely and utterly fixed the water z-fighting nonsense by splitting indices into above water and underwater and rendering each separately! This makes the bad shoreline color interpolation noticeable though...

***
The sun is up, it is 4.advent, I will go outside for the sun! Hail the sun, Praise jeeesus!!

Signed-off-by: maxwag9 <maximwagner46@gmail.com>

RustySkylines alpha_v1.2.5a

03 Dec 23:11
de0e9aa

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Update build-binaries.yml for including data folder

RustySkylines alpha_v1.1.0b

12 Nov 22:22
023bd82

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Update build-binaries.yml