192,703 Commits over 4,049 Days - 1.98cph!

2 Months Ago
Fixed Beehive inside/outside check
2 Months Ago
2 Months Ago
Hooked up idle sfx, doesn't look like the chicken had event driven sfx on any other animations
2 Months Ago
Map backup
2 Months Ago
Pickup NRE
2 Months Ago
Placeholder beehive crafting costs
2 Months Ago
- Added chance for hives to spawn on other oak trees - Bee grenade requires nucleus to craft - Client compile errors
2 Months Ago
bee_grenade -> bees
2 Months Ago
Ensure Bee Grenades prefabs reference the correct things
2 Months Ago
Missing Files
2 Months Ago
- Basic entity setup - Spawn Bee Swarm on explode - Copy/Paste of Flashbang
2 Months Ago
Directory setup
2 Months Ago
Better natural beehive collider
2 Months Ago
Missing files: New Damage type
2 Months Ago
- Bees can no longer damage players in Hazmat suits - Bee sting damage type - Beeswarm Damage updates - Beehive Damage updates
2 Months Ago
merge from fonts_fallback
2 Months Ago
Bunch of arabic font tweaks to fix the weird line spacing
2 Months Ago
Crafting menu: fixed item name overlapping with the workbench level in some languages
2 Months Ago
Update phrases
2 Months Ago
Ensure phrase gets translated when shown as a tooltip
2 Months Ago
merge from fonts_fallback
2 Months Ago
Tweaked fonts order
2 Months Ago
First pass on ragdoll for new chicken model
2 Months Ago
Instead of replacing the font fallback list entirely, just re-order it to use the currently selected language first This ensures that texts using any font at any time can work properly (chat, language menu, any input field)
2 Months Ago
Merge from main
2 Months Ago
Parent merge
2 Months Ago
Merge from media_projects
2 Months Ago
Merge from main
2 Months Ago
Change all the hardcoded english strings to phrases
2 Months Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
2 Months Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
2 Months Ago
Fish & skull ownership item prefab changes
2 Months Ago
Add ownership when gutting item from fish / crushing skulls
2 Months Ago
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2 Months Ago
merge fro io_research_table
2 Months Ago
gibs fix
2 Months Ago
Cherrypick compile fixes
2 Months Ago
Fix compile errors from item ownership
2 Months Ago
Merge from item_ownership -> aux2
2 Months Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
2 Months Ago
subtract nothing
2 Months Ago
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2 Months Ago
Codegen Protobuf
2 Months Ago
Codegen EntityMenu
2 Months Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
2 Months Ago
Changed how we handle font fallbacks: Instead of using a single fallback list, each language now has its own fallback list that gets applied when switching languages, defined in a scriptable object This prevents some fuckery with strings using characters from multiple fonts Example: a Japanese word that shared characters with the Chinese font ended up using 3 fonts: Chinese, Chinese Dynamic, and Japanese - now it just uses the Japanese font
2 Months Ago
Merge main -> aux2 (keep destination codegen)
2 Months Ago
Update: WaterLevel - rewrite WaterSystem GetIgnore serial chunk in batch form This eliminates the other "jobify/batch" todo. Think I'll do a bit of cleanup, add more tests and get ready to merge to staging for stewing. Tests: ran unit tests. Ran araound on craggy and checked a couple results of water checks.
2 Months Ago
Update: WaterCollision - add batch version for GetIgnore that does an overlap capsule test Needed to get replace last serial chunk in batched WaterLevel.GetWaterInfos Tests: none, compiled in editor
2 Months Ago
Update: GamePhisycs - added OverlapCapsule and CheckCapsure that use Unity jobs Turns out I'll need it to support WaterCollision.GetIgnore(start, end...) Tests: none, just compile