108,442 Commits over 3,867 Days - 1.17cph!
Added boolean to disable hostspot minigames. Disabled legacy wood pile minigame
Add distance check option enum to entity query
Add profile markers to FSM
Add missing profile markers
Add profile markers for parts of the codes that can do traces, path queries and entity queries
Remove uses of lambdas in entity queries to avoid subtle allocations
substracted
103433 (fonts are bricked for some reasons)
Fixed RustText in GameUI.Inventory missing font asset bricking the language switch
Reverted WaterCamera and TOD_Sky changes
(Plastic you piece of shit selecting my hidden changes by default)
Various improvements to the legacy text finder window
Have wolves use brains queries instead of entity queries
Added Translate.GetCurrentCulture to use when formatting numbers
RustText localized text formatting
Adjusted NotoSans bold font character spacing to avoid the noticeable character overlap when the text alpha is <1
Take into account this spacing when calculating RustText preferred width
Converted Backpack, Team UI and Spraycan skin select texts to RustText
Also fixed truncated texts in some languages
Converted Sleeping bag rename, Sleeping screen and map Sleeping bag cluster texts to RustText
Converted crafting menu texts to RustText
added 4k cinematic textures for HCR
removed HCR cinematic textures
Fix missing using statement on server
Fix compiler complaining about unused serialized variables when they are server only
cinematic 4k textures for HCR
New vendor refreshes item selection (every 60s right now for testing)
Happens regardless of whether the vendor is alive or not
Fixed characterWorldCollider being enabled on the DPV on initial spawn. Removed unnecessary double-up inertiaTensor code.
Fixed DPV jitter after mount -> dismount cycle. Manually set inertia tensor - turning the character collider on and off was drastically changing it, causing the bad behaviour
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