reporust_rebootcancel

117,703 Commits over 3,987 Days - 1.23cph!

29 Days Ago
- Bees can no longer damage players in Hazmat suits - Bee sting damage type - Beeswarm Damage updates - Beehive Damage updates
29 Days Ago
merge from fonts_fallback
29 Days Ago
Bunch of arabic font tweaks to fix the weird line spacing
29 Days Ago
Crafting menu: fixed item name overlapping with the workbench level in some languages
29 Days Ago
Update phrases
29 Days Ago
Ensure phrase gets translated when shown as a tooltip
29 Days Ago
merge from fonts_fallback
29 Days Ago
Tweaked fonts order
29 Days Ago
First pass on ragdoll for new chicken model
29 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)
29 Days Ago
Merge from main
29 Days Ago
Parent merge
29 Days Ago
Merge from media_projects
29 Days Ago
Merge from main
29 Days Ago
Change all the hardcoded english strings to phrases
29 Days Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
29 Days Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
29 Days Ago
Fish & skull ownership item prefab changes
29 Days Ago
Add ownership when gutting item from fish / crushing skulls
29 Days Ago
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29 Days Ago
merge fro io_research_table
29 Days Ago
gibs fix
29 Days Ago
Cherrypick compile fixes
29 Days Ago
Fix compile errors from item ownership
29 Days Ago
Merge from item_ownership -> aux2
29 Days Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
29 Days Ago
subtract nothing
29 Days Ago
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29 Days Ago
Codegen Protobuf
29 Days Ago
Codegen EntityMenu
29 Days Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
29 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
29 Days Ago
Merge main -> aux2 (keep destination codegen)
29 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.
29 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
29 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
29 Days Ago
Re-run protobuf generation
29 Days Ago
subtract 108949
29 Days Ago
merge from main -> item_ownership
29 Days Ago
attempt 3
29 Days 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
29 Days Ago
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29 Days Ago
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29 Days Ago
Fixed beehive not generating honeycomb
29 Days Ago
Missed files
29 Days Ago
Fixed info and loot panel issues
29 Days Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
29 Days Ago
merge from fix_junkpile_despawn_delay -> main
29 Days Ago
Fixed weird colour issue on panel