254,393 Commits over 3,990 Days - 2.66cph!

Today
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
Today
Fish & skull ownership item prefab changes
Today
Add ownership when gutting item from fish / crushing skulls
Today
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Today
merge fro io_research_table
Today
gibs fix
Today
Cherrypick compile fixes
Today
Fix compile errors from item ownership
Today
Optimized brick_corner meshes for lightmaps
Today
Merge from item_ownership -> aux2
Yesterday
Updated the language selection dropdown to use proper fonts instead of fallbacks
Yesterday
subtract nothing
Yesterday
wooden_floor_b_blend .meta
Yesterday
added wooden_floor_b blend material https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
Yesterday
Can damage any explosive to blow it up
Yesterday
Not sure how this can happen really, but okay..
Yesterday
eject_9mm uses our own 9x19 bullet casing instead of Rust
Yesterday
Add shotgun eject
Yesterday
Tweaked eject particle direction, and mp5 vm eject orientation
Yesterday
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Yesterday
Use `FileWatch.SuppressWatchers` to prevent error spam while downloading library files.
Yesterday
Only download new/changed files when updating a Library, delete any that no longer exist, and download files in parallel.
Yesterday
Codegen Protobuf
Yesterday
Codegen EntityMenu
Yesterday
Remove duplicate key to fix resource compilation
Yesterday
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
Yesterday
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
Yesterday
Merge main -> aux2 (keep destination codegen)
Yesterday
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.
Yesterday
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
Yesterday
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
Yesterday
added terrazzo_tiles_a material https://files.facepunch.com/jason/1b1711b1/sbox-dev_WGORKJwdYl.png
Yesterday
added wooden_floor_a material
Yesterday
Re-run protobuf generation
Yesterday
Fixed reported NRE in BaseCarryable
Yesterday
added floor_tile_03 material
Yesterday
subtract 108949
Yesterday
merge from main -> item_ownership
Yesterday
attempt 3
Yesterday
Post reload events to the viewmodel only, they're only useful there
Yesterday
particle updates removed loops
Yesterday
- 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
Yesterday
LibraryDetail version now updates the ComboBox upon downloading a new version of the Library. Resolves Facepunch/sbox-issues#7669
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fixed beehive not generating honeycomb
Yesterday
Missed files
Yesterday
Fixed info and loot panel issues
Yesterday
- Made fancy display showing current xp of nucleus and xp required for the next level up