137,286 Commits over 4,324 Days - 1.32cph!

Yesterday
Added import/export buttons
Yesterday
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
Yesterday
Swapped interaction icons to something better than crosses everywhere
Yesterday
Add random golf ball colours
Yesterday
merge from main
Yesterday
Fix bug when trying to tee off from the golf tee
Yesterday
Created a new coiled world model for data cable when on the ground, updated prefab.
Yesterday
added in new rock golf ball
2 Days Ago
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
2 Days Ago
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
2 Days Ago
shortened plant prefab names
2 Days Ago
folder reorganisation vol1
2 Days Ago
Golfcart visuals
2 Days Ago
Recommitting name changes to minigolf deployables
2 Days 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
2 Days Ago
Data cable texture polish, updated texture meta
2 Days Ago
Forgot to commit code changes to deployables
2 Days 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
2 Days 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
2 Days Ago
Add blueprint skin to foundation & wall prefabs
2 Days 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
2 Days Ago
Craggy (unsure if I changed anything but commit it for hackweek)
2 Days Ago
Codegen
2 Days Ago
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)
2 Days Ago
WIP code to support a building plan showing all the foundations of a base's blueprints
2 Days Ago
Prefabs created so far
2 Days Ago
New code added
2 Days Ago
Show the clan logo on the map marker too
2 Days Ago
CLIENT compile fixes
2 Days Ago
Compile fix - getting ready for aux3
2 Days Ago
Compile fixes
2 Days Ago
Fix golf tee nuking the ball under weird circumstances
2 Days Ago
Detect a winner and show a phrase when they win
2 Days Ago
Numerous bug fixes with the Golf UI
2 Days Ago
Ensure hole UI updates
2 Days Ago
Reserve the first two rows in the ui
2 Days Ago
Ensure golf ball home tee is set
2 Days Ago
Missing physics material files
2 Days Ago
Add Golf Leaderboard UI - Add players based on who has joined the game - Sort against strokes - Show who has completed the course
2 Days Ago
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
2 Days Ago
Fixed bugs with numbering not changing under certain circumstances
2 Days Ago
Added visible par number, hole number and current players as text on the Tee Clock
2 Days Ago
Added delay node Added tooltips on the node ports, shows the type
2 Days Ago
Node inputs can be inlined with input fields When connected the input field is disabled and the data comes from the incoming data
2 Days Ago
Bugfix: fixing ~24 missing Pool.Free Tests: editor compile test, built C and S standalones
2 Days Ago
Player scoring system. Player scores increase with each hit
2 Days Ago
- Ability to join/leave games on the tee - Tee backtracks dismounts/swings to golf ball and mountable - Deployable changes - Phrases
2 Days Ago
Minor cleanup and comments
2 Days Ago
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
2 Days Ago
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach