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4,887 Commits over 1,431 Days - 0.14cph!

41 Days Ago
merge from main -> deep_sea_sleeping_bag
42 Days Ago
Update the rest of the codebase (where applicable) to use the shared HttpClient over their own separate instances - analytics - rust+ - nexus - store Only difference is it supplies a user agent & supports compression
42 Days Ago
Point the serverlist to the new HttpClient
42 Days Ago
Create single shared HttpClient inside WebUtil
42 Days Ago
Compile fix
42 Days Ago
Add command to refresh server list manually (for testing download)
42 Days Ago
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
43 Days Ago
Add sleeping bag icon to the sleeping bag button prefab
43 Days Ago
Show icon if the bag is inside the deep sea
43 Days Ago
Make separator slightly smaller
43 Days Ago
Add separator prefab to the death screen prefab
43 Days Ago
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa) Position separator prefab inbetween the different locations of bags on respawn screen
43 Days Ago
Separator prefab
43 Days Ago
Codegen
43 Days Ago
Allow server to indicate which bags are currently inside the deep sea
50 Days Ago
merge from main -> apartment_complex_monument
50 Days Ago
merge from fix_duplicate_ocean_sim_data -> main
53 Days Ago
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
53 Days Ago
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
53 Days Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
53 Days Ago
merge from optimize_sleeping_bag -> main
53 Days Ago
merge from optimize_sleeping_bag -> main
54 Days Ago
Optimize sleeping bags - switch List<> of all sleeping bags on server to ListHashSet<> so Contains() and Remove() isn't slow - update methods to iterate through list of sleeping bags per player instead of old global list of all sleeping bags on server
54 Days Ago
merge from fix_roof_debris -> main
54 Days Ago
Also add debris DeployVolume to the top of the normal roof
54 Days Ago
merge from fix_roof_debris -> main
54 Days Ago
Fix roof placement not being blocked by debris by adding a DeployVolume specifically looking for debris
54 Days Ago
merge from main -> fix_roof_debris
54 Days Ago
merge from fix_copy_paste_duplicate_entity/refactor -> main
54 Days Ago
54 Days Ago
Re-run codegen
54 Days Ago
merge from main -> fix_copy_paste_duplicate_entity/refactor
54 Days Ago
merge from paste_autocomplete -> main
54 Days Ago
List possible paste file names when using `paste` convar with an incomplete filename - don't actually autocomplete so we don't accidently paste a huge build unintentionally
55 Days Ago
Leftover uncommitted code
60 Days Ago
Fix sorting order of base building blocks
60 Days Ago
Fix window blueprint skin assignment
60 Days Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
60 Days Ago
Add skins to the respective source prefabs
2 Months Ago
Fix trailer having no wheel friction
2 Months Ago
merge from main -> hackweek_trailers
2 Months Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
2 Months Ago
Add skins to source prefabs
2 Months Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
2 Months Ago
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
2 Months Ago
Add blueprint skin to foundation & wall prefabs
2 Months Ago
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
2 Months Ago
Craggy (unsure if I changed anything but commit it for hackweek)
2 Months Ago
Codegen
2 Months Ago
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)