reporust_rebootcancel

134,470 Commits over 4,293 Days - 1.31cph!

12 Months Ago
Better natural beehive collider
12 Months Ago
Missing files: New Damage type
12 Months Ago
- Bees can no longer damage players in Hazmat suits - Bee sting damage type - Beeswarm Damage updates - Beehive Damage updates
12 Months Ago
merge from fonts_fallback
12 Months Ago
Bunch of arabic font tweaks to fix the weird line spacing
12 Months Ago
Crafting menu: fixed item name overlapping with the workbench level in some languages
12 Months Ago
Update phrases
12 Months Ago
Ensure phrase gets translated when shown as a tooltip
12 Months Ago
merge from fonts_fallback
12 Months Ago
Tweaked fonts order
12 Months Ago
First pass on ragdoll for new chicken model
12 Months Ago
Instead of replacing the font fallback list entirely, just re-order it to use the currently selected language first This ensures that texts using any font at any time can work properly (chat, language menu, any input field)
12 Months Ago
Merge from main
12 Months Ago
Merge from media_projects
12 Months Ago
Change all the hardcoded english strings to phrases
12 Months Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
12 Months Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
12 Months Ago
Fish & skull ownership item prefab changes
12 Months Ago
Add ownership when gutting item from fish / crushing skulls
12 Months Ago
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12 Months Ago
gibs fix
12 Months Ago
Cherrypick compile fixes
12 Months Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
12 Months Ago
subtract nothing
12 Months Ago
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12 Months Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
12 Months Ago
Changed how we handle font fallbacks: Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object This prevents some fuckery with strings using characters from multiple fonts Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
12 Months Ago
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing. Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
12 Months Ago
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos Tests: none, compiled in editor
12 Months Ago
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs Turns out I'll need it to support WaterCollision.GetIgnore(start, end...) Tests: none, just compile
12 Months Ago
Re-run protobuf generation
12 Months Ago
subtract 108949
12 Months Ago
merge from main -> item_ownership
12 Months Ago
attempt 3
12 Months Ago
- Make 1 honeycomb every 5 minutes - Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster - Another balancing pass on XP
12 Months Ago
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12 Months Ago
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12 Months Ago
Fixed beehive not generating honeycomb
12 Months Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
12 Months Ago
Missed files
12 Months Ago
Fixed info and loot panel issues
12 Months Ago
merge from fix_junkpile_despawn_delay -> main
12 Months Ago
Fixed weird colour issue on panel
12 Months Ago
merge from fix_optional_protobuf_effect -> main
12 Months Ago
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12 Months Ago
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12 Months Ago
Merge from cosmetic_flowers
12 Months Ago
Fix explosion effects being spawned in center of the map - ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
12 Months Ago
Enabled disabled LOD renderers. Set lod distances.
12 Months Ago
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices - This leads to invalidating WaterInfo, which returns invalid info I need to extend tests to do checks with Entities, as this case/branch isn't covered currently Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.