108,424 Commits over 3,867 Days - 1.17cph!
Merge from hackweek_accessibility_colourblind
Fixed objects interpreting the water level as being lower than it actually is in moon pools. Return the top of the water collider instead of the bottom of it.
Added holo sight colour to the colour blind settings, comes in green and blue options
Fixed some errors if a colour setting was set to an out bounds index via the console
Ability for WaterLevel to detect nearby water culling volumes above
Ocean surface reflection tweaks for better sunsets.
Godray tweaks.
Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
DPV can now be deployed in underwater labs moon pools, and near underwater labs in general. Behaviour is very weird though, needs work.
Sky day cycle color iteration;
Smoother sunsets with improved volumetrics.
Milder twilight clouds.
Better night clouds.
Less sun color banding.
Etc.
Also related climate tweaks.
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
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
Forgotten file (WaterBody)
Converted texts from the following loot panels to RustText:
- recycler
- mixing table
- attack heli rockets
- attack heli turret
- bigwheel
+ localized a few missing strings
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
merge from store-ui-dlc-pages
waterwell shopkeeper jumpsuit prefab and inventory
attachment updates, icon added, worldmodel prefab fixes
Fixed various errors in edit mode
Fixed water being invisible in edit mode
Fixed upkeep time vital NRE
Run material setup on procedural objects even if the world is cached
Subtracting
103462 (causing water rendering regressions)
Converted texts from the following loot panels to RustText:
- horse storage
- auto turret
- fuel
- fuse
- generics
- player corpse
- fish trap
- lantern
- locker
Fixed some loot panels showing "Loot" in their header instead of their actual name
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test)
Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs
Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact)
Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
Update FP.Nexus - fix failing to receive larger messages
world_update_2 -> world_update_2/radioactive_water
Prefab<T> caches PrefabAttribute on repeat calls
Ensured new nametag behaviour respects user setting nametags to true
Nametags are now re-enabled in basically every case when leaving a demo
Merge: from /main/expand_ipooled
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
Merge: from main
I've reached a good checkpoint, so prepping to merge back to staging
Tests: tested all modes in editor, built client and server binaries, tried 2p local multiplayer - coor loop was good.
waterwell shopkeeper materials
First stab at fixing demos not re-enabling tags:
-Removed rendundant nametag enabled check
-Force an attempt at re-enabling tags anyway
Updated digital clock protection values
Applied the auto size settings from
103449 to the new accessibility colour dropdowns
Boosts active vitals SetText isLocalized = true
Updated Standing Coat Hanger Prop Textures to decrease the amount of rust and to add some height/normal details
Localized "Boosts active" vital