128,698 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Adjusted screen albedo texture for better contrast in different lighting conditions.
                
                
                
                
             
         
        
        
            
            
            
                
                Added 1 - 2 food cache spawners to water wells b,c,d,e
                
                
                
                
             
         
        
            
            
            
                
                Set up prefabs and first pass on loot table (mixture of high quality food and teas)
                
                
                
                
             
         
        
        
            
            
            
                
                Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars)
Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
                
                
                
                
             
         
        
        
            
            
            
                
                Removed gibbable script on DPV world model
                
                
                
                
             
         
        
            
            
            
                
                added dpv gibs, added to prefabs, working on deployed but not w_ at the moment
                
                
                
                
             
         
        
            
            
            
                
                Reduced DPV fuel capacity to 100, removed exponential fuel display scaling
                
                
                
                
             
         
        
        
            
            
            
                
                Added NotoSansArabic-Regular font as a fallback for RobotoCondensed-Regular so Arabic doesnt always appear bold
Set Descent Line to 0 to fix vertically misaligned texts
                
                
                
                
             
         
        
            
            
            
                
                Converted assign to friend and HBHF config prefabs texts, localized unlocalized strings
+ research table loot panel code changes missing from 
103392
                
                
                
                
             
         
        
            
            
            
                
                Various RTL language support fixes
- Better handling of strings mixing both RTL and english characters
- Consider [] as tags (for input binds)
- Added TextUtils.ContainsRTLInput
                
                
                
                
             
         
        
            
            
            
                
                Added a tool to find and list localized legacy and TMP texts in prefabs
                
                
                
                
             
         
        
            
            
            
                
                Converted research table loot panel texts to RustText
Fixed truncated strings
                
                
                
                
             
         
        
        
            
            
            
                
                Changed the library we use to support Arabic for a much better one, RTLTMPro
Fixes the messed up color tags and other rich text formatting
Will also help support other right to left languages like Hebrew
                
                
                
                
             
         
        
            
            
            
                
                merge from menubg_cleanup
                
                
                
                
             
         
        
            
            
            
                
                 merge from autocomplete_fix
                
                
                
                
             
         
        
            
            
            
                
                merge from preventbuilding_moddingprefabs
                
                
                
                
             
         
        
            
            
            
                
                Added two new prefabs for modders:
"Assets/bundled/Prefabs/modding/volumes_and_triggers/prevent_building_monument_cube.prefab"
"Assets/bundled/Prefabs/modding/volumes_and_triggers/prevent_building_monument_sphere.prefab"
To be used in custom monuments, allowing barricades (and tin can alarms) to bypass the no-build restrictions like in vanilla monuments
- if you don't want barricades to be placeable in your custom monument, stick to the normal prevent building prefabs
- if you want players to be able to deploy barricades in your monument, but still restrict some areas, use the normal prevent building prefabs inside a new prevent_building_monument prefab
                
                
                
                
             
         
        
        
            
            
            
                
                This file was supposed to be on this branch.
                
                
                
                
             
         
        
            
            
            
                
                Underwater shimmer mat tweaks.
                
                
                
                
             
         
        
        
            
            
            
                
                Underwater FX.
Saved buncha VRAM on our bubble mat.
                
                
                
                
             
         
        
            
            
            
                
                More shitty workarounds for underwater effects inside lakes
                
                
                
                
             
         
        
            
            
            
                
                Fixed oasis_a, b and c having ocean topology painted at the center of their lake (I disabled the transfer of ocean topology on the Monument script instead of removing it, this is probably from some automated import and may reappear)
                
                
                
                
             
         
        
            
            
            
                
                Fixed misplaced profiler sample in Construction UpdatePlacement
                
                
                
                
             
         
        
            
            
            
                
                Fix pooledlist test not being setup and torn down properly
                
                
                
                
             
         
        
            
            
            
                
                didn't save the wallpaper protection values
                
                
                
                
             
         
        
            
            
            
                
                Update: Replacing Pool.FreeUnsafe with Pool.Free where possible
Since more IPooled usage has been added, these were left untouched by accident.
Tests: none, trivial changes
                
                
                
                
             
         
        
            
            
            
                
                Merge: from main
Tests: checked all modes build
                
                
                
                
             
         
        
            
            
            
                
                merge from FrontierHazmat/BurstCloth
                
                
                
                
             
         
        
            
            
            
                
                3D Line-Line distance and closest point(s) utils
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed satchels not damaging wallpaper
Slightly decreased bullet protection
                
                
                
                
             
         
        
            
            
            
                
                updated viewmodel anims, updated base rig with skinned cylinder
                
                
                
                
             
         
        
        
            
            
            
                
                Renamed wallpaper item pack skin
Updated skin list
                
                
                
                
             
         
        
        
            
            
            
                
                Update: Network.Message implements IPooled
Technically, this should be converted to a struct instead, but the benefit/effort is not worth it right now.
Also marked a static as readonly, since we never modify it.
Tests: single client-server session was pumping messages succesfully. Built all modes. Tested recoridng and playback.
                
                
                
                
             
         
        
        
            
            
            
                
                Further tightening of divesite terrain anchors
                
                
                
                
             
         
        
            
            
            
                
                ProceduralMapEmpty up to date
                
                
                
                
             
         
        
            
            
            
                
                Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
                
                
                
                
             
         
        
            
            
            
                
                Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
                
                
                
                
             
         
        
            
            
            
                
                Removed bluish tint from cliffs
Tweaked hill cliff slope masks / removed cavity masking
                
                
                
                
             
         
        
            
            
            
                
                Update: WaterDynamics.InstanceBatch implements IPooled
Also removed a bit of dead code and unused functions.
Tests: checked that rowboat still produces foam