111,197 Commits over 3,928 Days - 1.18cph!
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
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
Merge from world_update_2
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
Minor fixes to viewmodel mesh
Viewmodel gloves hide hands
Reverted spray can hitscan changes
102638
This was causing issues and will need a more robust fix
Increased divesite anchor count. Anchor radius and height
Reduced tiling of heavily patterned wallpapers to improve icon readability
world_update_2 -> legacy_woodpile_improvements
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
Update: PlayerReclaimEntry implements IPooled
Tests: tested in local multiplayer in softcore mode