136,201 Commits over 4,293 Days - 1.32cph!

12 Months Ago
Merge from main
12 Months Ago
Merge from io_research_table
12 Months Ago
Merge from hopper
12 Months Ago
Merge from cookingv2
12 Months Ago
Fixed flame positions and prevent building blockers on cooking workbench
12 Months Ago
Merge from chicken_update
12 Months Ago
Fixed sleep animation Fixed chickens not moving again after sleeping
12 Months Ago
Fixed wrong XP settings
12 Months Ago
Fix broken nucleus grades
12 Months Ago
Compile fixes
12 Months Ago
- Hurt trigger changes (beehive) - Hurt trigger changes (beeswarm) - Nucleus item type changes
12 Months Ago
Merge from chicken_update
12 Months Ago
Fixed Beehive inside/outside check
12 Months Ago
Hooked up idle sfx, doesn't look like the chicken had event driven sfx on any other animations
12 Months Ago
Pickup NRE
12 Months Ago
Placeholder beehive crafting costs
12 Months Ago
- Added chance for hives to spawn on other oak trees - Bee grenade requires nucleus to craft - Client compile errors
12 Months Ago
bee_grenade -> bees
12 Months Ago
Ensure Bee Grenades prefabs reference the correct things
12 Months Ago
- Basic entity setup - Spawn Bee Swarm on explode - Copy/Paste of Flashbang
12 Months Ago
Missing Files
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