111,864 Commits over 3,928 Days - 1.19cph!
Merge from world_update_2
Disable the glue prefabs in compound for now to resolve error on joining
merge from FrankensteinMask
Reset first half of scene weapon items to default materials
Merge from world_update_2/waterwell_update
Added the "Too many layers used to exclude objects from lighting blabla" warning log to the list of ignored logs, for the sake of my sanity
fixed survey charge lodding and culling too early, fixed broken materials on LOD1
Set server browser tags min height to 14, so their height doesn't shrink based on the string used (was happening with some languages too)
Added Waterwell NPC Mask model/materials
Deleted waterwell modelviewer files
Added min/max height settings to RustText
Only draw the min/max fields if auto size is true
Set Tooltip text min height to 24, so their height doesn't shrink based on the string used (was happening with some languages)
RustText SetPhrase method can now take arguments and will call SetPhraseArguments
Allow multi-selection when converting LocalizeText components
Minor Phrases update menu items naming change
Localized inventory item splitter "Enter split amount..." text
Localized IOEntity crosshair info
Localized crosshair health and stability texts
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Fix wolf sight tracing to prey feet, often causing it to be blocked
Fix wolf hovering slightly above ground
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merge from empty_bind_fix
merge from world_model_scale_fix
Make new wolf DPS equivalent to the current one
merge from world_update_2
Reduced light extinction underwater
Added directionalLightIntensityDepthMultiplier, adjusts the sun/moon light intensity based on the players underwater depth (to counteract the above extinction changes but still allow underwater light sources)
Currently printing the current water depth every frame for testing
Bandit town spawn radius edits
ScientistSpawnPoint prefab revert to 2m
Trainyard spawn radius edits
Airfield spawn radius edits
Launch site spawn radius edits
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Train tunnel station NPC spawn edit
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead
Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
Removed a loading platform renderer in outpost that wasn't part of a LOD
Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list
HLOD and S2P outpost
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
Delete ParticleIKFix script, not used and has been replaced by better solutions
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)
Set BaseSpawnPoint playerCheckMargin default to 2, which was the old const value.
Fix NRE when an empty string is bound to an input
Merge main -> SpawnMargins
Fixed some world models getting spawned at the incorrect scale (scale at prefab level isn't respected by gameManager.CreatePrefab, manually apply scale after spawning)