137,244 Commits over 4,324 Days - 1.32cph!

25 Minutes Ago
removed world model outline script that didnt work anyway
27 Minutes Ago
More player head seed work
27 Minutes Ago
Can use ball without tee remove a bunch of logs
40 Minutes Ago
Messy set of bug fixes so i can do one final check before builds
1 Hour Ago
cobalt ball tint mask
1 Hour Ago
Disable golf tee killing balls if you dont swing off the tee. Was causing
1 Hour Ago
removed normal map from detail layer on golf balls
1 Hour Ago
golf hole super rough textures
1 Hour Ago
Added import/export buttons
1 Hour Ago
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
1 Hour Ago
Swapped interaction icons to something better than crosses everywhere
1 Hour Ago
Add random golf ball colours
1 Hour Ago
merge from main
2 Hours Ago
Fix bug when trying to tee off from the golf tee
2 Hours Ago
Created a new coiled world model for data cable when on the ground, updated prefab.
3 Hours Ago
added in new rock golf ball
3 Hours Ago
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
3 Hours Ago
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
3 Hours Ago
shortened plant prefab names
3 Hours Ago
folder reorganisation vol1
4 Hours Ago
Golfcart visuals
4 Hours Ago
Recommitting name changes to minigolf deployables
4 Hours 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
5 Hours Ago
Data cable texture polish, updated texture meta
6 Hours Ago
Forgot to commit code changes to deployables
6 Hours 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
6 Hours 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
6 Hours Ago
Add blueprint skin to foundation & wall prefabs
6 Hours 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
Today
Craggy (unsure if I changed anything but commit it for hackweek)
Today
Codegen
Today
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)
Today
WIP code to support a building plan showing all the foundations of a base's blueprints
Today
Prefabs created so far
Today
New code added
Today
Show the clan logo on the map marker too
CLIENT compile fixes
Compile fix - getting ready for aux3
Compile fixes
Fix golf tee nuking the ball under weird circumstances
Detect a winner and show a phrase when they win
Numerous bug fixes with the Golf UI
Ensure hole UI updates
Reserve the first two rows in the ui
Ensure golf ball home tee is set
Missing physics material files
Add Golf Leaderboard UI - Add players based on who has joined the game - Sort against strokes - Show who has completed the course
Today
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
Fixed bugs with numbering not changing under certain circumstances
Added visible par number, hole number and current players as text on the Tee Clock