1,742 Commits over 366 Days - 0.20cph!
More work on a built-in copy pasting tool:
You can now set two positions to select entities, forming a boundary for precise selection
Added a basic set of commands running on your current selection like save, cut, kill, print, cancel
(very wip)
merge from preventbuilding_dungeons_fix
Revised my AttachedMonument field change so we don't lose any already assigned monuments
Flagged all underwater labs prevent building volumes to auto find their MonumentInfo
Fixes barricades deployable in Underwater Labs
PreventBuildingMonumentTag can now get its MonumentInfo at runtime using TerrainMeta.Path.FindClosest
This will allow prevent building volumes from monument not running S2P (like underwater labs) to get their MonumentInfo assigned correctly
Fixed items not resetting their flags when entering the pool, fixes the cooking icon appearing on recycled items
also reset contents and parent ItemContainer for safety
Fixed refillvitals command showing a water damage indicator on screen, game is fixed
'refillvitalsall' command now includes spawned bots
Codegen
Restored WallpaperPlanner OnFrame null checks removed in
103779
Fixed wallpaper construction possible mismatch when the current placement is invalid
Allow SkinViewer to work without an ItemDef if we specified a prefab resource path
This allows item-less store items to work (underwears or dances for example)
'refillsvital' command can now take multiple player names as arguments (leave blank to target yourself like before)
Added 'refillvitalsall' to heal every active players on the server
Fixed mixing table "X seconds remaining" wrong decimal formatting (introduced in 103559)
Increased edit panel scroll sensivity
Added input fields to the skin workshop item editor sliders, so you can type in values directly
Localized voice props dlc store page
Localized soundtrack and sunburn dlc store page
Localized instruments dlc store tab
merge from doorcontroller_pickup_door_fix
Picking up a door with a door controller attached now gives you back the door controller
Added SimpleBuildingBlockModelVariant to allow frontier high wall to randomise its model when deployed
Model variants are synced between all clients and set using flags
Localized Adobe, Brick and Brutalist store pages
Localized wallpaper store page
More wallpaper skin renames
Wallpaper.OnFrame NRE fix attempt
Updated default wallpaper viewmodel material to match the tiling we set in code
Switched wallpaper health to float so it can take decimal damages
Increased wallpaper decay protection so they don't die too quickly when placed on a decaying block
Gave wallpaper skins proper names
Updated the tiling and offset we apply to the wallpaper viewmodel at runtime
Fixed CUI InputField font loading, Texts and InputFields now share the same font loading code
Added WallpaperModelRenderer to the wallpaper item preview prefabs
Moved back the font ttf files to the Fonts root folder so community UI can load them correctly
Fallback to TMP default font if the font loading failed
Wallpaper commands minor additions:
- Pick the random skin using the item skin list instead of using an hardcoded ID range
- Check both the skin name and english display name during name recognition
Minor legacy text finder editor window NRE fix
Fixed player corpse looting interaction using 'loot' phrase instead of 'loot_corpse'
'loot' is used as a noun in other screens and can't be used as a verb in this context, because the noun and verb are different words in some languages - which has caused translation confusion for ages
Converted texts from the following loot panels to RustText:
- recycler
- mixing table
- attack heli rockets
- attack heli turret
- bigwheel
+ localized a few missing strings