193,454 Commits over 4,079 Days - 1.98cph!

2 Months Ago
- Made bee grenade deployable larger to try and prefvent clipping under ground - Ensure bee master swarm doesnt immediately appear - Fix burny bees again (fire effects were set to play on awake)
2 Months Ago
Can no longer stick the bee grenade
2 Months Ago
Change bee grenade item sfx
2 Months Ago
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2 Months Ago
Translate 'XP' on nucleus info panel
2 Months Ago
if we have a planter and a player then don't splash the player. This preserves the old watering behaviour whilst allowing players to be splashed (for bees or other things)
2 Months Ago
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2 Months Ago
Made master bee swarm a bit easier to set on fire
2 Months Ago
Ensure new particles support sub emitters again
2 Months Ago
Ensure menu spawned nucleus have instance data set
2 Months Ago
Ensured Grade 1-3 is displaye don the nucleus info panel even if it has 0 xp
2 Months Ago
crafting_update -> bees
2 Months Ago
Improved reliability of temperature score on beehive
2 Months Ago
trumpet tree material tweaks
2 Months Ago
Terrain4 tweaks / jungle ground color overlays
2 Months Ago
Ground plants / mimosa
2 Months Ago
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2 Months Ago
Replace DDrawer :: text with icons Spawnmenu drawers scale the category list So that when the drawer(s) are open the bottom categories are not hidden behind the drawer Fixed scrollbar parent resizing not adjusting scrollbar grip posiiton Revert "Merged some anti usercmd abuse stuff from TF2 SDK" Causes weird issues around the game Fixed CRopeKeyframe having huge serverside bounds when not attached it was adding (0 0 0) (or really, the offset point) as world coordinates to include in the bounding box Fixed trigger_remove.OnRemove not working at all
2 Months Ago
Merge from bee_grenade2
2 Months Ago
Fixed orientation issues with the jar impact splatter. Added honey splat and more directionality. Removed FX offset because RNG rotation on projectile.
2 Months Ago
Condenser Tank LODs
2 Months Ago
viewmodel - edited ironsight intro curve & speed (for testing purposes)
2 Months Ago
blowpipe world model Lods and prefab update
2 Months Ago
exported edited crocddile animations
2 Months Ago
Prevent tigers from roaming too far from the jungle or spawning outside of it (using forests as placeholder for jungle)
2 Months Ago
merging lead desc again as it didnt work the first time somehow
2 Months Ago
Remove server ddraw
2 Months Ago
Ensure eat is the primary behaviour
2 Months Ago
Orchid, rose, sunflower, wheat placement meshes.
2 Months Ago
Change honeycomb cook time to 2 seconds so it doesnt look like a 10x server when cooking
2 Months Ago
Setup proper protection for beehive so it doesnt break in 4 bullets
2 Months Ago
Make crocodile waddle back to water if they strayed too far from it during a chase
2 Months Ago
bees -> bee_grenade2
2 Months Ago
Make GetCoarseVectorToShore more explicit and intuitive (no need to remap Y to Z and to extract distance from Z anymore)
2 Months Ago
Merge: from texttable_allocs - Replacing old TextTable with the new one that allows deferred formatting and avoids allocs Tests: new unit tests and manual invoke of server.playerlistpos and status commands on Craggy
2 Months Ago
Optim: replacing old TextTable with the new one - Updated Server.GetPlayerListPosTable to new APIs Synthetic test of `playerlistpos` for 200 players on Craggy runs in 0.5ms (instead of prev 5ms) and 99% less allocs. Tests: Started Craggy in editor with a synthetic test. Also used a couple TextTable rcon commands
2 Months Ago
Lens dirt, motion blur and sun shafts tooltips
2 Months Ago
Update: make logic match `shouldPadColumns` meaning it was doing the inverted logic before, but didn't affect tests since they used old values before the rename. Tests: ran unit tests.
2 Months Ago
More visibility improvements: - Forced motion vectors off - Larger base size, with a strict max screen size: For better mid range visibility.
2 Months Ago
Tooltip fixes
2 Months Ago
Update: adding extra perf test to track shouldPadColumns influence - Also renamed isForJson to shouldPadColumns Shows 6x perf impact between no pad and pad. Makes sense, since for some types we need to do string formatting and that's heavy. Tests: ran the tests.
2 Months Ago
Dragged out backend fade because screen space scaling.
2 Months Ago
Merge from crafting_update
2 Months Ago
Fixed debug.clearPlayerModifiers typo
2 Months Ago
Update: Add deferred formatting for more types (uint, long, ulong, double, vec3) - Extended tests to cover these cases Tests: ran unit tests
2 Months Ago
Min size up +0.0005 for good measure.
2 Months Ago
Setup the FX for the viewmodel renderer, but left it disabled because a step is missing.
2 Months Ago
Snake scale and colour balances
2 Months Ago
Modal styles and reveal transitions