3,668 Commits over 639 Days - 0.24cph!
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
pooling_test_command -> main
Set pooling command to editor and listen server only. Let's us use server commands locally.
Codegen.
pooling_test_command -> main
Wrap whole thing in client block instead
pooling_test_command -> main
Added a command to test for pooling NREs on the client by spawning and destroying an object locally one hundred times.
Ensure vine renderer is not null
vine_swing_dismount_fix -> main
Fix vine visual stopping moving when a player dismounts mid air.
Finished flag to ensure we have completed our swing
Remove vines the second a tree gets killed, rather than keeping them hanging around for a few seconds
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
simple_snow_usage -> main
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
Rename Beeswarm to Bee Swarm
Localisation
jungle_floor_cube_fix -> main
Ensure shadow is using the right model
simple_snow_usage -> main
If we have a low climate temperature ensure heaters always bring it up to the perfect growth rate. Makes snow bees viable
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
Beehive panel was really confusing. Flip indoors, so it shows Outdoors as yes (eg green) and Indoors as no (eg red)
better_bike_fuel_interaction -> main
Stop showing open fuel storage all the time when mounted on a bike.
You need to look down delibrately to get the popup
jungle_floor_cube_fix -> main
Fix jungle floor spawning a random cube in the centre when highlighting it
Hook up server browser page to our server browser list backend
Run same setup/methods as current main menu (this wont be changed anyway)
ServerBrowserList port to use the new UI entries
Ported the tag system over to the new setup
Tag prefab new style
Fixed more strange spacing on larger sets of server listings
Wire up server entries UI
Tag system
Precache all tags
Fixed some strange spacing on larger server listings
Ensure scroll starts at 0
Ensure server tabs are set to toggle
Ensure gamemode tabs are set to toggle
More improved scroll behaviour
Use absolute scrollbox setup
Use padding rather than hardcoding values
Fixed scrollbar
Managed to get scrollbar setup with flex categories (that was a nightmare!)
ScrollFadeGradient object
Changed Bootstrap again - make sure the menu doesnt leak in whilst loading
Setup server browser server types
Setup server browser gamemodes
Icons, and localisation linking
Setup tab groups on navbar
Setup tab groups on gamemodes and server selection
Add URL system to the main menu. Manager can be sent a URL and will parse out the correct path to the correct page.
Pages will be injected with query arguments based on the URL.
Allows us to have buttons that will open up specific pages/settings/areas of the menu automatically.
Turn down bootstrap image opacity
Remove flex transition from page animations
New standardised way to handle Rust Button tab groups.
Child class which can handle main menu or specific tab menu navigation.
Code cleanup
Added namespace to add pages/ui scripts
Custom unpress siblings setup
Works with options settings
Hook settings menu into new main menu
Try to ensure editor weaving process isn't running on build
patrol_helicopter_rotation_fixes -> main