140,606 Commits over 4,505 Days - 1.30cph!
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
merge from woodarmour_skinnable
updated workshop source wood armor hat with correct sharp edges version
merge from iconfonts_optims
Auto clean dynamic icon fonts when exiting playmode
Increased atlas sized to 1024x1024, was missing some icons
updated new flash light refresh .entity to reference the new model
Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent
Added entity flag_toggle on the .entity so that it can be turned on/off in 3p
resized flashlight ao from 1k->512
renamed flashlight convention to match the new convention
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
Merge from powerline_power_change
Merge from DeployableFenceGate
Animal fencing alternate implementation.
merge from tutorialmodal_fix
Fix cargo scientists not moving
Fixed tutorial modal size, removed unsused bg asset
restore child transforms too
merge from medical_honey_bandage (again)
Fixed connection modal default description being
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in editor 🙃
Fix old scientists trying to steer instead of turning instantly
merge from supermarketceiling_lowobjectquality_fix
merge from medical_honey_bandage
merge from sculpt_admingui_fix/better_panel
Localized the tutorial modal
merge from 3p_hatchet_aiming_anim_fix
Fix honey bandage effects not firing (for real this time)
Unfucked the menu tutorial modal
merge from NettingImpactFX
capture component states in init (needs more testing)
merge from autoturrets_LODcomponent_fix
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
merge from foundation_guide_fix
merge from sunglasses_lens_material_fix
merge from blueberry_med_LOD_fix
merge from minifridge_emissiveleak_fix
merge from sculptures_blurry_textures_fix
merge from convar_rounding_fix
merge from rentableshop_deepseamanager_pool_fix
merge from iconfonts_optims
Confirmation popup before starting the scan when updating the icon fonts
Machete animation updates for weapon refresh
Fix scientists not spawning on cargo, underwater lab and military base
Missing codegen from earlier
Rust icon fonts are now generated based on what glyphs we use, similar to the localization fonts:
- Reduces the two fonts atlas size from 64MB to 0.5MB and 4MB to 0.5MB
- Icon fonts now have an empty fallback font set to dynamic so community UI icons and adding new icons in editor still works
- The static fonts are updated when we update the localization every month
Also reapply
138986 "Fixed shadows inside radtown master house building with a custom shadow proxy"
Reapply
138981 "Fixed shadows inside oilrig level6 rooms. Modelled custom shadow proxy" from 9 month old branch
S2P large oilrig