RustMapEditor Versions Save

Open source map editor in Unity, for Rust.

v0.1.9

2 years ago

v0.1.8

3 years ago

v0.1.7

3 years ago

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New

  • Added EventManager system. (Currently handles callbacks)

Fixes

  • Loads of materials and shader fixes.

v0.1.6

3 years ago

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New

  • Added ability to break down prefabs into individual prefabs wherever possible. (WIP)

Fixes

  • Fixed load map progress being marked as done before prefabs were loaded when loading from bundle.
  • Fixed compile error. (Backported to v0.1.5)

v0.1.5

3 years ago

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New

  • Added side panel to PrefabHierachyTreeView. Currently adds delete/rename prefabs options.
  • Added centred transform gizmos.
  • Added setting to load bundles on project launch.
  • Changed Progress bar system over to background task progress.
  • Added prefab category hierarchy parents.
  • Moved Load/Save/Create map functions to coroutines.
  • Updated to 2020.1f1.

Fixes

  • Changes and cleaning up of old and new coroutines.
  • Fix for Drag and Drop no Generic Data warning.
  • Fix for undo option after changing layer.
  • Fix for PathManager NRE.
  • Removed some old unused/deprecated functions.

v0.1.4

3 years ago

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New

  • Added ToggleLights button to PrefabDataHolder.
  • Improved search functions in the prefab spawn menu.
  • Added MaterialsList config file. Allows users to set shaders to materials to be assigned on bundle load. Users can now fix shader bugs on certain materials if it does not display properly in deffered rendering.
  • Added Scene files to AssetDump.txt
  • Added SceneManager class to monitor changes to the Scene.
  • Added InputManager package for use with future tools.
  • Updated to 2019.4.4f1.

Fixes

  • Fix for AssetManager not allowing RustStaging as a valid directory. (Thanks Wheatley)
  • Lights and Animator components now default to off. Fixes errors appearing from missing animator files and improves performance by not rendering lights until manually turned on.
  • Fix for Prefabs that were spawning during a frame update to not spawn.
  • Fixed NRE in PrefabManager when setting references during project load. (Only a bug in 2020.1 and beyond)
  • Fixed RotateLayer applying a grid effect from referencing old array instead of new empty array.
  • Fix for Prefabs not being parented to the Prefabs object.
  • Fix for Overgrowth material displaying black. (Disabled Tint option in the shader)
  • Fix for certain prefabs materials being black. (Using new MaterialsList config to set to either Standard or Standard Specular shaders on bundle load)
  • Removed (Clone) tag on spawned objects.
  • Removed underscores in the prefabs list. (Allows for better searching as it no longer parses the underscore)

v0.1.3

3 years ago

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New

  • Added new terrain transparency shader for the water.
  • Terrains now using GPU to render and for use with terrain brushes.
  • SaveLayer and ChangeLayer are now Coroutines(allows the Editor to run while the layers update in the background)

Fixes

  • MeshColliders are disabled on initial prefab process. Load times are now 70% faster than v0.1.0.
  • Removed Undo objects after the terrain layer has been changed.
  • LoadBundle now checks for valid directories and if the folder is the Rust directory.
  • Lowered the default prefab distance from 750 to 700.

v0.1.2

3 years ago

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New

  • Added transparency to the water terrain.
  • Added transparency slider to the EditorSettings.
  • Path parent prefabs now are named after the name in the PathData.

Fixes

  • Massive performance improvements to loading prefabs. Load times are now 50% faster than v0.1.0.
  • TerrainManager get methods replaced with static variables.

v0.1.1

3 years ago

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Fixes

  • Prefabs SetActive after instantiation, cuts down load times by 25%.

v0.1.0

3 years ago

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New

  • Prefab hot loading/unloading.
  • SetCullingDistances now updates all SceneViews in project.
  • Removed HDRP.

Fixes

  • SceneViews are now Repainted on culling update.
  • Removed both MeshLOD and RendererLOD from the project, as they weren't being used and caused conflicts.