4,224 Commits over 1,188 Days - 0.15cph!
Figure out why blocks don't want to connect to their opposite side
Connect together faces when entity links update
Fix debug points for walls
Add debug points to faces so we can ddraw better visualizations for the faces
Fix backface check for 180 degree faces not working due to needing a bigger offset with the normal
Make logging "a little clearer"
Crappy visualization method of connected links so I can make a video of it working
Handle case of one face connecting to two other faces with the same angle by choosing the face that is closer
- bottom face of wall connecting to top + bottom faces of a wall via the side socket
- fixes so bottom <-> bottom and top <-> top since they are closer
Fix dot product of normals missing `Mathf.Abs()` causing it not to catch special case of 180 degrees
Temp fix for TextTable Pooling error NRE so I can use breakpoints
Commit bunch of stuff
- setup faces & edges when setting up entity links (edges are essentially groups of entity links)
- add 'printfaces' command to debug what faces are closest and what edges are considered connected
- after a "bit" of trial and error grab the old "CalculateAngle()" method from previous hackweek and rewrite it
- be greedy and recalculate all closest faces whenever links change (instead of being smart with caching, it's a hackweek)
- all that should be left is debugging why certain faces don't want to consider themselves connection candidates
update media_projects/hackweekaug2025_media
merge from main -> media_projects
Rename BlockFace -> BlockFaceDefinition so I can make runtime types with normal names
Define sockets for square floor
Define faces and edges for a normal wall
Proper MVP implementation of "full base heating"
- add ability to define faces & edges of each building block
- draw gizmos to visually confirm what you are defining
Fix servers in modded tab "randomly" not appearing in server browser
merge from fix_newmenu_inventory_threadsafe
Switch SteamInventoryRecipeIndex & UI_SteamInventoryCrafting to iterate over steam inventory items on the main thread (budgetted) instead of on background thread as it causes race condition
Add generic method to iterate over a list with a set budget
merge from fix_rest_static_fields_disabling -> main
Codegen ResetStaticFields
Disable applying "ResetStaticFields" unless domain reload is disabled
Move "IsSkipDomainReloadEnabled" to it's own class so it can be referenced by the codegen
merge from fix_hardcore_spawning_mlrs -> main
Fix SpawnIndividual respawning the MLRS after 5 minutes by removing the MLRS from the SpawnIndividuals list as well
merge from fix_hardcore_spawning_mlrs -> main
Fix MLRS spawning in hardcore mode
- code was only looking for MLRS inside safezones
- fix some entities being skipped over when deleting due to looping over entities while they are being removed / deleted
merge from fix_icon_generator_hide_during_render -> main
Update HideDuringRender of the camper van prefab as an example
Fix HideDuringRender not being copied from the source prefab to the rendered icon
- add matching of GameObjects based on name from the source -> target prefab
merge from fix_icon_generator_hide_during_render -> main
Fixed DeferredDecalRenderer not unsubscribing to `EditorApplication.update` hook when destroyed
- caused performance issues in the icon renderer scene when the camera is recreated each frame to render the icon
Fix lighting settings for camper icon while testing
Create custom inspector to remove "Hide During Render" field from icon renderer inspector
- removed since the settings won't be copied to the source prefab
merge from main -> io_snapping
Iniital IO snapping progress
Fix compile error from monument scene being deleted
merge from deprecate_old_monument_scenes -> main
merge from main -> deprecate_old_monument_scenes
Remove scenes and remapped spawners created by the SceneToScene system
Remove code inside PrefabPreProcess
Remove old dedicated "load monuments as scenes" system since new trimmed_asset_warmup ships every single prefab inside a scene (including monuments)
- SceneToPrefab goes back to only a single "Run" button
Remove code generation for loading monuments via menu `Scenes/Monuments` as it piggybacked of monument scene asset tags
- rename the generated file
- prefer to manually update the menu as new monuments are added
Ensure MemoryStream used to store bytes in EventRecord is returned to pool
Add support for adding byte[] fields to analytics events
- serialized as Base64 string
merge from iconrenderer_improvements_batch -> main
Merge from fix_paste_stability -> main