reporust_rebootcancel

117,729 Commits over 3,987 Days - 1.23cph!

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
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
29 Days Ago
merge from fix_optional_protobuf_effect -> main
29 Days Ago
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29 Days Ago
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29 Days Ago
Merge from cosmetic_flowers
29 Days 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
29 Days Ago
Enabled disabled LOD renderers. Set lod distances.
29 Days 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.
29 Days Ago
bamboo scaffold test and textures
29 Days Ago
Merge from cosmetic_flowers
29 Days Ago
adjustments, clean up
29 Days Ago
Added DLAA back to the graphics menu for testing the AMD crash
29 Days 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
29 Days Ago
Merge from presets_editor/quality
29 Days Ago
Downscale claw decal textures, increase normal map intensity
29 Days Ago
Added some tooltips to hive info
29 Days Ago
chicken coop progress refined materials, renamed UV2 ao - lookin' juicy
29 Days 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
29 Days 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.
29 Days Ago
Set dressing ziggurat monument continued
29 Days Ago
Max shadow distance text change. Added tooltip to shadow distance setting. Budge -> Budget typo fix.
29 Days Ago
Added tooltips
29 Days 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
29 Days 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
29 Days Ago
Further panel adjustments