139,385 Commits over 4,352 Days - 1.33cph!

27 Days Ago
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
27 Days Ago
Swapped interaction icons to something better than crosses everywhere
27 Days Ago
Add random golf ball colours
27 Days Ago
merge from main
27 Days Ago
Fix bug when trying to tee off from the golf tee
27 Days Ago
Created a new coiled world model for data cable when on the ground, updated prefab.
27 Days Ago
added in new rock golf ball
27 Days Ago
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
27 Days Ago
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
27 Days Ago
shortened plant prefab names
27 Days Ago
folder reorganisation vol1
27 Days Ago
Golfcart visuals
27 Days Ago
Recommitting name changes to minigolf deployables
27 Days Ago
- Swap terrain convar lodFactor with lodGlobalScale - GlobalScale effects cell counts between each LOD level - Add LOD cell extent sliders for each individual LOD level - Simplify instance offsets calc - Adjust culling for new terrain cell sizes
27 Days Ago
Data cable texture polish, updated texture meta
27 Days Ago
Forgot to commit code changes to deployables
27 Days Ago
- Update minigolf deploy guides to face the correct way when deploying - Update minigolf files - Updated minigolf deployable names - Added rendered Icons for mini golf deployables
27 Days 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
27 Days Ago
Add blueprint skin to foundation & wall prefabs
27 Days 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
27 Days Ago
Craggy (unsure if I changed anything but commit it for hackweek)
27 Days Ago
Codegen
27 Days 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)
27 Days Ago
WIP code to support a building plan showing all the foundations of a base's blueprints
27 Days Ago
Prefabs created so far
27 Days Ago
New code added
27 Days Ago
Show the clan logo on the map marker too
27 Days Ago
CLIENT compile fixes
27 Days Ago
Compile fix - getting ready for aux3
27 Days Ago
Compile fixes
27 Days Ago
Fix golf tee nuking the ball under weird circumstances
27 Days Ago
Detect a winner and show a phrase when they win
27 Days Ago
Numerous bug fixes with the Golf UI
27 Days Ago
Ensure hole UI updates
27 Days Ago
Reserve the first two rows in the ui
27 Days Ago
Ensure golf ball home tee is set
27 Days Ago
Missing physics material files
27 Days Ago
Add Golf Leaderboard UI - Add players based on who has joined the game - Sort against strokes - Show who has completed the course
27 Days Ago
Show who has control of the flag under the flag's map marker (including clan) If the flag isn't being carried only show clan name if controled by a clan, otherwise keep showing the last held player
27 Days Ago
Fixed bugs with numbering not changing under certain circumstances
27 Days Ago
Added visible par number, hole number and current players as text on the Tee Clock
27 Days Ago
Added delay node Added tooltips on the node ports, shows the type
27 Days Ago
Node inputs can be inlined with input fields When connected the input field is disabled and the data comes from the incoming data
27 Days Ago
Bugfix: fixing ~24 missing Pool.Free Tests: editor compile test, built C and S standalones
27 Days Ago
Player scoring system. Player scores increase with each hit
27 Days Ago
- Ability to join/leave games on the tee - Tee backtracks dismounts/swings to golf ball and mountable - Deployable changes - Phrases
27 Days Ago
Minor cleanup and comments
27 Days Ago
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
27 Days Ago
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach
27 Days Ago
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax - debug bin built from 0fbab248 C+S Editor now boots! Now to check individual modes Tests: unit tests + started editor