137,264 Commits over 4,324 Days - 1.32cph!

31 Minutes Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
37 Minutes Ago
Biome stuff backup
44 Minutes Ago
merge from main
45 Minutes Ago
use standard shadowmaps to prevent leaking
47 Minutes Ago
merge from main -> hackweek_trailers
48 Minutes Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
48 Minutes Ago
Add skins to source prefabs
48 Minutes Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
1 Hour Ago
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1 Hour Ago
Fixed some bugs with the default inputs and invoke method node
3 Hours Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
3 Hours Ago
Added coiled model for the hose tool world model prefab
3 Hours Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
4 Hours Ago
Apartment complex b greybox update
4 Hours Ago
Simplify prefab pre processing error (to get more info on this build issue)
4 Hours Ago
When PrefabPreProcess fails on an object - attempt to dump its name Try and get the path in a try/catch block so it doesnt NRE and stop the build
4 Hours Ago
Added copy/paste support
4 Hours Ago
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
4 Hours Ago
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
4 Hours Ago
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
5 Hours Ago
removed world model outline script that didnt work anyway
5 Hours Ago
More player head seed work
5 Hours Ago
Can use ball without tee remove a bunch of logs
5 Hours Ago
Messy set of bug fixes so i can do one final check before builds
6 Hours Ago
cobalt ball tint mask
6 Hours Ago
Disable golf tee killing balls if you dont swing off the tee. Was causing
6 Hours Ago
removed normal map from detail layer on golf balls
6 Hours Ago
golf hole super rough textures
6 Hours Ago
Added import/export buttons
6 Hours Ago
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
Swapped interaction icons to something better than crosses everywhere
Add random golf ball colours
Today
merge from main
Fix bug when trying to tee off from the golf tee
Today
Created a new coiled world model for data cable when on the ground, updated prefab.
Today
added in new rock golf ball
Today
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
Today
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
Today
shortened plant prefab names
Today
folder reorganisation vol1
Today
Golfcart visuals
Today
Recommitting name changes to minigolf deployables
Today
- 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
Today
Data cable texture polish, updated texture meta
Today
Forgot to commit code changes to deployables
Today
- 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
Today
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
Today
Add blueprint skin to foundation & wall prefabs
Today
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
Today
Craggy (unsure if I changed anything but commit it for hackweek)