137,230 Commits over 4,324 Days - 1.32cph!
Created a new coiled world model for data cable when on the ground, updated prefab.
added in new rock golf ball
- added more plant varieties, palms, cacti, monsteras etc
- added plant pot options
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
shortened plant prefab names
folder reorganisation vol1
Recommitting name changes to minigolf deployables
- Swap terrain convar lodFactor with lodGlobalScale
- GlobalScale effects cell counts between each LOD level
- Add LOD cell extent sliders for each individual LOD level
- Simplify instance offsets calc
- Adjust culling for new terrain cell sizes
Data cable texture polish, updated texture meta
Forgot to commit code changes to deployables
- Update minigolf deploy guides to face the correct way when deploying
- Update minigolf files
- Updated minigolf deployable names
- Added rendered Icons for mini golf deployables
Spawn the building guide version of the building block while the construction bot is flying to the building location, so it looks like the bot has it's own building guide
Add blueprint skin to foundation & wall prefabs
Create a building guide version of building blocks called the "blueprint" skin (foundation and wall so far) so we can render building blocks as their building guide version
- disable colliders, batching & gibs on the blueprint versions as I don't intend a ton to be spawned at once & want them to be movable
Craggy (unsure if I changed anything but commit it for hackweek)
Commands to load a blueprint directly into a roboport (so we don't have to get the building plan code done to paste base blueprints)
WIP code to support a building plan showing all the foundations of a base's blueprints
Show the clan logo on the map marker too
Compile fix - getting ready for aux3
Fix golf tee nuking the ball under weird circumstances
Detect a winner and show a phrase when they win
Numerous bug fixes with the Golf UI
Reserve the first two rows in the ui
Ensure golf ball home tee is set
Missing physics material files
Add Golf Leaderboard UI
- Add players based on who has joined the game
- Sort against strokes
- Show who has completed the course
Show who has control of the flag under the flag's map marker (including clan)
If the flag isn't being carried only show clan name if controled by a clan, otherwise keep showing the last held player
Fixed bugs with numbering not changing under certain circumstances
Added visible par number, hole number and current players as text on the Tee Clock
Added delay node
Added tooltips on the node ports, shows the type
Node inputs can be inlined with input fields
When connected the input field is disabled and the data comes from the incoming data
Bugfix: fixing ~24 missing Pool.Free
Tests: editor compile test, built C and S standalones
Player scoring system. Player scores increase with each hit
- Ability to join/leave games on the tee
- Tee backtracks dismounts/swings to golf ball and mountable
- Deployable changes
- Phrases
Minor cleanup and comments
Buildfix: undefine local GetFromGrid method when in None mode
Tests: None builds
- Fix lod border cells, and negative cells
- Change mesh master to only 3 submeshes
- Change instance offsets and arguments for new approach
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax
- debug bin built from 0fbab248
C+S Editor now boots! Now to check individual modes
Tests: unit tests + started editor
Added multi selection in the node graph
Update: PoolAnalyzer - further reduce false-positives
- better escapes for await, try blocks, using statements
- debug bin built from a2005dd2
Only 2 false-positives remaining in C+S
Tests: unit tests and started unity
Can now Tee-Off from the Tee
Start on Deployable tests.
Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well)
Finds 8 such cases where its misconfigured, no false positives