255,112 Commits over 3,990 Days - 2.66cph!

6 Days Ago
Directory setup
6 Days Ago
Better natural beehive collider
6 Days Ago
Missing files: New Damage type
6 Days Ago
- Bees can no longer damage players in Hazmat suits - Bee sting damage type - Beeswarm Damage updates - Beehive Damage updates
6 Days Ago
merge from fonts_fallback
6 Days Ago
Bunch of arabic font tweaks to fix the weird line spacing
6 Days Ago
Crafting menu: fixed item name overlapping with the workbench level in some languages
6 Days Ago
Update phrases
6 Days Ago
Ensure phrase gets translated when shown as a tooltip
6 Days Ago
merge from fonts_fallback
6 Days Ago
Tweaked fonts order
6 Days Ago
First pass on ragdoll for new chicken model
6 Days 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)
6 Days Ago
Merge from main
6 Days Ago
Parent merge
6 Days Ago
Merge from media_projects
6 Days Ago
Merge from main
6 Days Ago
Change all the hardcoded english strings to phrases
6 Days Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
6 Days Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
6 Days Ago
Fish & skull ownership item prefab changes
6 Days Ago
Add ownership when gutting item from fish / crushing skulls
6 Days Ago
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6 Days Ago
merge fro io_research_table
6 Days Ago
gibs fix
6 Days Ago
Cherrypick compile fixes
6 Days Ago
Fix compile errors from item ownership
6 Days Ago
Optimized brick_corner meshes for lightmaps
6 Days Ago
Merge from item_ownership -> aux2
6 Days Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
6 Days Ago
subtract nothing
6 Days Ago
wooden_floor_b_blend .meta
6 Days Ago
added wooden_floor_b blend material https://files.facepunch.com/jason/1b1711b1/sbox-dev_VToHk5RuXf.png
6 Days Ago
Can damage any explosive to blow it up
6 Days Ago
Not sure how this can happen really, but okay..
6 Days Ago
eject_9mm uses our own 9x19 bullet casing instead of Rust
6 Days Ago
Add shotgun eject
6 Days Ago
Tweaked eject particle direction, and mp5 vm eject orientation
6 Days Ago
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6 Days Ago
Use `FileWatch.SuppressWatchers` to prevent error spam while downloading library files.
6 Days Ago
Only download new/changed files when updating a Library, delete any that no longer exist, and download files in parallel.
6 Days Ago
Codegen Protobuf
6 Days Ago
Codegen EntityMenu
6 Days Ago
Remove duplicate key to fix resource compilation
6 Days Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
6 Days 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
6 Days Ago
Merge main -> aux2 (keep destination codegen)
6 Days 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.
6 Days 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
6 Days 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