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3,132 Commits over 578 Days - 0.23cph!

Yesterday
Remove excess protos on train engine
Yesterday
SyncVars (by default) will require a value to be changed before syncing over the network. Turning this off will sync everytime its changed, not every unique change.
Yesterday
Fix some logic errors in train sync vars
Yesterday
watergun_achievements_fix -> main
Yesterday
Route water splashable logic slightly differently so we can keep rad water logic preserved whilst allowing fun water cut offs
Yesterday
watergun_achievements_fix -> main
Yesterday
Let DoSplash bypass new splash logic on a per call basis Liquid weapons no longer call the new DoSplash logic - just use the old Fun_Water system
2 Days Ago
simple_snow_usage -> main
2 Days Ago
Remove some debug stuff
2 Days Ago
Fix incorrect beehive boolean trigger
2 Days Ago
main -> simple_snow_usage
2 Days Ago
main -> syncvars
2 Days Ago
main -> new_menu
2 Days Ago
compile_simulator_window -> main
2 Days Ago
Added CompileSimulatorWindow - shows buttons to switch symbols / test compile (button colour feedback on pass/fail) Prefer having visual buttons to click to encourage me to use it
2 Days Ago
pooling_test_command -> main
2 Days Ago
Set pooling command to editor and listen server only. Let's us use server commands locally. Codegen.
2 Days Ago
pooling_test_command -> main
2 Days Ago
Wrap whole thing in client block instead
2 Days Ago
Compile error
2 Days Ago
pooling_test_command -> main
2 Days Ago
Added a command to test for pooling NREs on the client by spawning and destroying an object locally one hundred times.
2 Days Ago
vine_pooling_nre -> main
2 Days Ago
Ensure vine renderer is not null
2 Days Ago
vine_swing_dismount_fix -> main
2 Days Ago
Fix vine visual stopping moving when a player dismounts mid air. Finished flag to ensure we have completed our swing
2 Days Ago
sticky_vines_fix -> main
2 Days Ago
Remove vines the second a tree gets killed, rather than keeping them hanging around for a few seconds
2 Days Ago
Attempted fix for vines sometimes staying around (rendering) when the tree is killed Force leaving queue and disabling the renderer when entering/leaving the queue
2 Days Ago
simple_snow_usage -> main
2 Days Ago
New Behaviour: If we are nearly there then bring us to perfect temp, if we are freezing then bring us up to a moderate temperature Less effective in temperate and desert biomes (not that you'd really need it) Slightly increased happy range
2 Days Ago
beeswarm_rename -> main
2 Days Ago
Rename Beeswarm to Bee Swarm Localisation
2 Days Ago
jungle_floor_cube_fix -> main
2 Days Ago
Ensure shadow is using the right model
3 Days Ago
simple_snow_usage -> main
3 Days Ago
If we have a low climate temperature ensure heaters always bring it up to the perfect growth rate. Makes snow bees viable
3 Days Ago
better_beehive_ui-> main
3 Days Ago
Show 'not producing honeycomb' if the beehive has a low enough temperature Move status up to just under information so you dont have to look at the bottom of the panel Cleanup beehive lootpanel
3 Days Ago
Beehive panel was really confusing. Flip indoors, so it shows Outdoors as yes (eg green) and Indoors as no (eg red)
3 Days Ago
better_bike_fuel_interaction -> main
3 Days Ago
Stop showing open fuel storage all the time when mounted on a bike. You need to look down delibrately to get the popup
3 Days Ago
jungle_floor_cube_fix -> main
3 Days Ago
Fix jungle floor spawning a random cube in the centre when highlighting it
3 Days Ago
Prefab changes
3 Days Ago
Hook up server browser page to our server browser list backend Run same setup/methods as current main menu (this wont be changed anyway)
3 Days Ago
ServerBrowserList port to use the new UI entries Ported the tag system over to the new setup Tag prefab new style
3 Days Ago
Fixed more strange spacing on larger sets of server listings
3 Days Ago
Wire up server entries UI Tag system Precache all tags Fixed some strange spacing on larger server listings
3 Days Ago
Ensure scroll starts at 0 Ensure server tabs are set to toggle Ensure gamemode tabs are set to toggle