4,734 Commits over 639 Days - 0.31cph!
Reverted skin list before merging to main
Line of sight checks again, TraceAll instead of a single Raycast
Better line of sight checks, fixes various building blocks blocking wallpaper placement, pickup and reskin
Also added a line of sight blocked toast
Fixed industrial lamp and simple light wires clipping with wallpaper
Added TextMeshPro to the clientsideOnlyTypes list in PrefabPreProcess, so it is stripped before its MeshFilter
Updated description
Added to T2 tech tree
Added a button to mute the alarms ring sound
When adding a new alarm, set its time to the current time + 5mn
Make sure we take damage from decay too
Added an admin convar to draw wallpaper health on screen 'buildingblock.debugwallpaperhealth'
Fixed explosive and fire damages not damaging wallpaper
Reduced melee and fire damage protection
Fixed DoPlace rpc error when deploying something while not looking at any entity
Wallpaper item description
Tweaked craft time
Folders cleanup
Codegen, manifest
Updated wallpaper skin ids (was colliding with new skins released recently)
Fixed server deployable mismatch check
Added the entity netID to GetDeployable so the server WallpaperPlanner can get the corresponding wallpaper deployable
Fixed pickup and reskin possible through walls, make sure the player is aiming at the soft-side of the building block
Fixed deploy mesh mismatch when looking around
Added a deploy offset to wallpaper construction prefabs, fixing the false positives and negatives line of sight checks
Increased the max place distance
Tweaked some electrical component positions to avoid clipping with wallpaper
Wallpaper now has health and protection (still need to tweak the values)
Only damage wallpaper when hitting the soft-side of the building block
Refactoring, better deployment checks
restored broken codegen files
merge from buildingerrors_improvements
When deploying on a door, check if the current target has a socket before rejecting (fixes door controller not deployable on door since 101954)
Converted tool cupboard loot panel texts
Added tags to the hardcoded formatted text so right to left languages can adapt ('Protected for {0}', '{0} blocks at {1}%')
Localized the unlocalized bits
Fixed game tips and tool tips formatting
Converted vitals label TMP texts to RustText
Use SetText when formatting Crosshair interactions
Removed the TMP SubMesh in the prefab
Converted PieMenu TMP texts to RustText
Format number based on current language (1,000 vs 1 000)
Fixed [+bind] and <color> tags ending up reversed, still broken in some cases depending on how we're formatting the string initially
Minor fix on the demo menu: the Open Folder button was overlapping the Refresh button in some languages
Fixed left/right horizontal aligment for right to left languages
Automatically swap text horizontal aligment based on the line count
merge from hackweek_arabic (phrases update)