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4,406 Commits over 609 Days - 0.30cph!

1 Year Ago
merge from arabic
1 Year Ago
Reverted WaterCamera and TOD_Sky changes (Plastic you piece of shit selecting my hidden changes by default)
1 Year Ago
Various improvements to the legacy text finder window
1 Year Ago
Added Translate.GetCurrentCulture to use when formatting numbers RustText localized text formatting
1 Year Ago
Adjusted NotoSans bold font character spacing to avoid the noticeable character overlap when the text alpha is <1 Take into account this spacing when calculating RustText preferred width
1 Year Ago
Converted Backpack, Team UI and Spraycan skin select texts to RustText Also fixed truncated texts in some languages
1 Year Ago
Converted Sleeping bag rename, Sleeping screen and map Sleeping bag cluster texts to RustText
1 Year Ago
Converted crafting menu texts to RustText
1 Year Ago
Font folders cleanup
1 Year Ago
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
1 Year Ago
Converted assign to friend and HBHF config prefabs texts, localized unlocalized strings + research table loot panel code changes missing from 103392
1 Year Ago
Various RTL language support fixes - Better handling of strings mixing both RTL and english characters - Consider [] as tags (for input binds) - Added TextUtils.ContainsRTLInput
1 Year Ago
Added a tool to find and list localized legacy and TMP texts in prefabs
1 Year Ago
Converted research table loot panel texts to RustText Fixed truncated strings
1 Year Ago
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
1 Year Ago
merge from preventbuilding_moddingprefabs
1 Year Ago
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
1 Year Ago
Fixed misplaced profiler sample in Construction UpdatePlacement
1 Year Ago
didn't save the wallpaper protection values
1 Year Ago
merge from wallpaper
1 Year Ago
Fixed satchels not damaging wallpaper Slightly decreased bullet protection
1 Year Ago
Renamed wallpaper item pack skin Updated skin list
1 Year Ago
Skin setup
1 Year Ago
merge from wallpaper
1 Year Ago
Reverted spray can hitscan changes 102638 This was causing issues and will need a more robust fix
1 Year Ago
merge from main
1 Year Ago
Fixed wallpaper retro 2 diff texture guid mismatch just in case (the mat was pointing to an invalid asset on my machine)
1 Year Ago
Selection history editor window now saves its history between sessions
1 Year Ago
merge from armored_window_collider_fix
1 Year Ago
Fixed BuildingPrivlidge.MenuDeauthorize_ShowIf NRE
1 Year Ago
merge from wallpaper
1 Year Ago
Include latest skins when using setwallpaper command
1 Year Ago
Tweaked wallpaper textures aniso levels
1 Year Ago
Enabled mip map streaming for all wallpaper textures
1 Year Ago
Make sure we aren't setting wallpaper on incompatible blocks when using 'ent setwallpaper' command
1 Year Ago
merge from main
1 Year Ago
merge from tincanalarm_tip
1 Year Ago
Added a game tip explaining how to wire the tin can alarm
1 Year Ago
Fixed DigitalClock.FadeOutScreens NRE
1 Year Ago
merge from wallpaper
1 Year Ago
Fixed wallpaper being colored by shipping container custom colors
1 Year Ago
Added commands to easily apply and remove wallpaper to building blocks - ent setwallpaper <radius> <skinid> (skinid set to -1 will randomize a skin for each blocks) - ent removewallpaper <radius>
1 Year Ago
merge from wallpaper
1 Year Ago
Updated all wallpaper mats to use MULX2 blend type on the detail layer (fixes missing normal and occlusion)
1 Year Ago
merge from wallpaper
1 Year Ago
restored viewmodel wallpaper renderer
1 Year Ago
Set all wallpaper skins unlocked by default for now so its easier to test on staging
1 Year Ago
Skin setup Created wallpaper steam item and flagged the default wallpaper skins as unlocked by default
1 Year Ago
Added a setting to ItemSkin to let us flag a skin as unlocked by default
1 Year Ago
Restored wallpaper.entity WallpaperModelRenderer components