reporust_rebootcancel

121,330 Commits over 4,018 Days - 1.26cph!

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
▍▉█▄▄▍▌ ▌▉▄ ██▍▍▋ █▄▆█▋ ▄▅▅ ▌▊▅▆▋▆▆ ▇▆▌▍ ▄▄█▉▍▍▍▇ █▌▊'▆ ▋▆▍▆▆ ▄▄▄▊ ▋▇▉█ ▌▊▄ ▊▆▋▅▊▍▍▊▍▉▆█▋▊▋▇▅█ █▄▌▍ ▄▇ ▅▋▇ ▆▋ ▍ ▅▄▇▍ (▋▅▄ ▉▉▋ ▇▆▆▋▋▊▇ ▍▄▄)
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
2 Months Ago
Re-run protobuf generation
2 Months Ago
subtract 108949
2 Months Ago
merge from main -> item_ownership
2 Months Ago
attempt 3
2 Months Ago
- Make 1 honeycomb every 5 minutes - Multiply growth rate by nucleus grade. Grade 2 is 50% faster. Grade 3 is 100% faster - Another balancing pass on XP
2 Months Ago
██▊▍▆ ▍▄▌▊ ▆▋▋██▍█_▍▇▋█
2 Months Ago
▍▅▍▋▋ ▄▊▇█ ▌▍▍▋▍▆▌_▉▋▋▄
2 Months Ago
▇▌▆'▉ ▇▆▅▌▇ ▉▆▅▄█▉▆ ▅▅▋▊▉▌ ▋▋▄█▍▊ ▄▇▋█▇▆▄ ▍▍ ▌█▆▄▅▉▌ ▍▇ ▌▌█▌ ▆▇'▅ ▋█▉▅██▌▆ █▋▄▋▌▋▋█▊▆
2 Months Ago
Fixed beehive not generating honeycomb
2 Months Ago
Missed files
2 Months Ago
Fixed info and loot panel issues
2 Months Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
2 Months Ago
merge from fix_junkpile_despawn_delay -> main
2 Months Ago
Fixed weird colour issue on panel
2 Months Ago
merge from fix_optional_protobuf_effect -> main
2 Months Ago
▊▆▍▊▆ ▇▅▇▆ ▅▊▅▌▋▆▊▇▉_█▆▇▊▆▊▆▊▅▅_▉▅█▄▋▄
2 Months Ago
▅▍▆▇▌█▊ ▌▅▌ ▌▇▅▆ ▉▍▍ ▍█ ▌▆▇▄▆▅▄▇█▆▆: ▄▋▇▄▉ ▉▊▄▋▉▇▇▌▋▊▉ █▊█▉▅▋▍▋▇ ▌▌▍▆▌▅▆ ▉▌▋▄▄ ▅▋▄▇ (▍▅▍█▌▉▇ ▉▉ ▉▊▄▋▅▆ ▌▊▊▋)
2 Months Ago
Merge from cosmetic_flowers
2 Months Ago
Fix explosion effects being spawned in center of the map - ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
2 Months Ago
Enabled disabled LOD renderers. Set lod distances.
2 Months Ago
Bugfix: When spreading WaterInfo results, prevent trying to do a sawp between same indices - This leads to invalidating WaterInfo, which returns invalid info I need to extend tests to do checks with Entities, as this case/branch isn't covered currently Tests: enabled parallel player updates and logged cached water checks - now it returns valid water where expected.
2 Months Ago
bamboo scaffold test and textures
2 Months Ago
Merge from cosmetic_flowers
2 Months Ago
adjustments, clean up
2 Months Ago
Added DLAA back to the graphics menu for testing the AMD crash
2 Months Ago
Bugfix: replace Temp allocators with TempJob allocators for physics jobs - Added misisng resource cleanup This partially fixes test failures. Tests: ran the WaterLevel test checks
2 Months Ago
Merge from presets_editor/quality
2 Months Ago
Downscale claw decal textures, increase normal map intensity
2 Months Ago
Added some tooltips to hive info
2 Months Ago
chicken coop progress refined materials, renamed UV2 ao - lookin' juicy
2 Months Ago
initial grid setup - common job-friendly QueryGrid structure that also replaces the checks made in WaterVisibilityGrid, they would still need to be followed up by physics queries though - needs cleanup
2 Months Ago
Update: WaterLevel.GetWaterInfos - replaced a serial GetWaterInfoFromVolumes call with a batched one - should save us time by parallelizing physics checks, if they do get used This removes one of 2 "batch" TODOs in the method. Tests: ran unit tests, some are failing - will fix next.
2 Months Ago
Set dressing ziggurat monument continued
2 Months Ago
Max shadow distance text change. Added tooltip to shadow distance setting. Budge -> Budget typo fix.
2 Months Ago
Added tooltips
2 Months Ago
Update: added batched WaterLevel.GetWaterInfoFromVolumes - there's a number of inefficiencies - left TODOs to address later Continuing to propagate batching support upwards, only got 1 level left to swap out a serial query with batched. Tests: none, editor compile
2 Months Ago
Limit how often the client can call the Discord friends lookup endpoint Incrementally update Steam friends list based on persona state change events instead of polling every 15s Still do polling when the friends list UI is visible to make sure it's in sync