111,167 Commits over 3,928 Days - 1.18cph!
Don't show map marker for water well NPC
Reduced base DPV buoyancy
First pass on a shopkeeper NPC in the water well (only on D variant right now)
Can be killed by players, will not drop any loot
Will respawn after 30-60 minutes
Shop is inaccessible while the shopkeeper is dead (so please be nice)
Some minor shopkeeper cleanup, converted a generic flag into a named const flag for better tracking and invisible vending machines no longer need to do a Vis.Entities every time they sell something or look at the player
Fixed card table NRE on player dismount when table is destroyed
Fixed card table NRE on player dismount when table is destroyed
Bubble in-motion fixes.
Work prefab cleanup.
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.
Merge from world_update_2
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