reporust_rebootcancel

153,764 Commits over 4,536 Days - 1.41cph!

2 Years Ago
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
2 Years Ago
Converted Backpack, Team UI and Spraycan skin select texts to RustText Also fixed truncated texts in some languages
2 Years Ago
Converted Sleeping bag rename, Sleeping screen and map Sleeping bag cluster texts to RustText
2 Years Ago
Converted crafting menu texts to RustText
2 Years Ago
Fix missing using statement on server
2 Years Ago
Fix compiler complaining about unused serialized variables when they are server only
2 Years Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
2 Years Ago
Fixed characterWorldCollider being enabled on the DPV on initial spawn. Removed unnecessary double-up inertiaTensor code.
2 Years Ago
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
2 Years Ago
Don't show map marker for water well NPC
2 Years Ago
Reduced base DPV buoyancy
2 Years Ago
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
2 Years Ago
Merge main -> DPV
2 Years Ago
Fixed card table NRE on player dismount when table is destroyed
2 Years Ago
Fixed card table NRE on player dismount when table is destroyed
2 Years Ago
Bubble in-motion fixes. Work prefab cleanup.
2 Years Ago
Adjusted screen albedo texture for better contrast in different lighting conditions.
2 Years Ago
Underwater reverse FX
2 Years Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
2 Years Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
2 Years Ago
Unsaved, thanks plastic
2 Years Ago
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)
2 Years Ago
Merge from Food_Cache
2 Years Ago
Removed gibbable script on DPV world model
2 Years Ago
added dpv gibs, added to prefabs, working on deployed but not w_ at the moment
2 Years Ago
Reduced DPV fuel capacity to 100, removed exponential fuel display scaling
2 Years Ago
Font folders cleanup
2 Years Ago
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
2 Years Ago
Converted assign to friend and HBHF config prefabs texts, localized unlocalized strings + research table loot panel code changes missing from 103392
2 Years Ago
Various RTL language support fixes - Better handling of strings mixing both RTL and english characters - Consider [] as tags (for input binds) - Added TextUtils.ContainsRTLInput
2 Years Ago
Added a tool to find and list localized legacy and TMP texts in prefabs
2 Years Ago
Converted research table loot panel texts to RustText Fixed truncated strings
2 Years Ago
gco module
2 Years Ago
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
2 Years Ago
merge from menubg_cleanup
2 Years Ago
merge from autocomplete_fix
2 Years Ago
merge from preventbuilding_moddingprefabs
2 Years Ago
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
2 Years Ago
DPV sounds
2 Years Ago
This file was supposed to be on this branch.
2 Years Ago
Underwater shimmer mat tweaks.
2 Years Ago
Iteration
2 Years Ago
Underwater FX. Saved buncha VRAM on our bubble mat.
2 Years Ago
More shitty workarounds for underwater effects inside lakes
2 Years Ago
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)
2 Years Ago
Fixed misplaced profiler sample in Construction UpdatePlacement
2 Years Ago
Fix pooledlist test not being setup and torn down properly
2 Years Ago
didn't save the wallpaper protection values
2 Years Ago
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
2 Years Ago
Merge: from main Tests: checked all modes build