137,247 Commits over 4,324 Days - 1.32cph!
Additionally added coiled model for the wire tool world model prefab
https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
Some minor tweaks to prevent it bouncing on the edges between colliders
Not perfect but will do for the playtest
removed world model outline script that didnt work anyway
More player head seed work
Can use ball without tee
remove a bunch of logs
Messy set of bug fixes so i can do one final check before builds
Disable golf tee killing balls if you dont swing off the tee. Was causing
removed normal map from detail layer on golf balls
golf hole super rough textures
Added import/export buttons
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
Swapped interaction icons to something better than crosses everywhere
Add random golf ball colours
Fix bug when trying to tee off from the golf tee
Created a new coiled world model for data cable when on the ground, updated prefab.
added in new rock golf ball
- added more plant varieties, palms, cacti, monsteras etc
- added plant pot options
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
shortened plant prefab names
folder reorganisation vol1
Recommitting name changes to minigolf deployables
- Swap terrain convar lodFactor with lodGlobalScale
- GlobalScale effects cell counts between each LOD level
- Add LOD cell extent sliders for each individual LOD level
- Simplify instance offsets calc
- Adjust culling for new terrain cell sizes
Data cable texture polish, updated texture meta
Forgot to commit code changes to deployables
- Update minigolf deploy guides to face the correct way when deploying
- Update minigolf files
- Updated minigolf deployable names
- Added rendered Icons for mini golf deployables
Spawn the building guide version of the building block while the construction bot is flying to the building location, so it looks like the bot has it's own building guide
Add blueprint skin to foundation & wall prefabs
Create a building guide version of building blocks called the "blueprint" skin (foundation and wall so far) so we can render building blocks as their building guide version
- disable colliders, batching & gibs on the blueprint versions as I don't intend a ton to be spawned at once & want them to be movable
Craggy (unsure if I changed anything but commit it for hackweek)
Commands to load a blueprint directly into a roboport (so we don't have to get the building plan code done to paste base blueprints)
WIP code to support a building plan showing all the foundations of a base's blueprints
Show the clan logo on the map marker too
Compile fix - getting ready for aux3
Fix golf tee nuking the ball under weird circumstances
Detect a winner and show a phrase when they win
Numerous bug fixes with the Golf UI
Reserve the first two rows in the ui
Ensure golf ball home tee is set
Missing physics material files
Add Golf Leaderboard UI
- Add players based on who has joined the game
- Sort against strokes
- Show who has completed the course