userFlaviencancel
branchrust_reboot/main/decor_lighting_dlccancel

27 Commits over 61 Days - 0.02cph!

Yesterday
Fixed rogue pixels in the bulb emissive texture
Yesterday
String light bulbs are now combined together into a single mesh
Yesterday
Tweaked fairy light line mesh width to fix the weird line corners Removed some placeholder materials
Yesterday
Enabled GPU instancing on fairy light bulb material
Yesterday
merge from main
Yesterday
Spotlight icon
Yesterday
Blend player aim dir and player position when adjusting spotlight orientation Fixed spotlight placed on the ground or ceiling not having 360 yaw range Also aligned the model so its not biased towards a direction
Yesterday
Orientable spotlight setup Polished the client movements, used a damped spring
2 Days Ago
ResetStaticFields on BuildingManager Codegen
2 Days Ago
merge from main
57 Days Ago
Fixed wire slack not working with string lights
57 Days Ago
merge from main
57 Days Ago
merge from main
2 Months Ago
Fixed wire slack up and down binds in the options menu
2 Months Ago
Wire slack up and down binds added to keys_default
2 Months Ago
String light emission toggle when powered
2 Months Ago
Christmas light bulb spawning fixes
2 Months Ago
Advanced christmas light now inherits from the string light class and use the new deployment system
2 Months Ago
Cherrypick 122713, I have no clue how this disappeared
2 Months Ago
String light fixes, manifest
2 Months Ago
Restored hanging bulbs string light
2 Months Ago
Fixed some line generation issue
2 Months Ago
Removing a point refunds the consummed length
2 Months Ago
Revert UI.Options.Keybind.prefab, wasnt meant to be changed
2 Months Ago
Compile fixes
2 Months Ago
Fairy lights: can remove points and resume wiring by pressing E on the little box Added new keybinds for wire slack
2 Months Ago
String lights refactoring: they now work similar to the tin can alarm and can be deployed like normal items. The wiring is done via invokes instead of OnInput through an HeldEntity