135,487 Commits over 4,324 Days - 1.31cph!
Fixed some bugs with the default inputs and invoke method node
apartment complex greybox - polishing demolished side a bit
some layout adjustments to fit newer greyboxed buildings
Added coiled model for the hose tool world model prefab
Test for verifying deployables that are placeable on boats have only convex colliders
All pass as expected
Apartment complex b greybox update
Simplify prefab pre processing error (to get more info on this build issue)
When PrefabPreProcess fails on an object - attempt to dump its name
Try and get the path in a try/catch block so it doesnt NRE and stop the build
Additionally added coiled model for the wire tool world model prefab
https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
Some minor tweaks to prevent it bouncing on the edges between colliders
Not perfect but will do for the playtest
removed world model outline script that didnt work anyway
More player head seed work
Can use ball without tee
remove a bunch of logs
Messy set of bug fixes so i can do one final check before builds
Disable golf tee killing balls if you dont swing off the tee. Was causing
removed normal map from detail layer on golf balls
golf hole super rough textures
Added import/export buttons
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
Swapped interaction icons to something better than crosses everywhere
Add random golf ball colours
Fix bug when trying to tee off from the golf tee
Created a new coiled world model for data cable when on the ground, updated prefab.
added in new rock golf ball
- added more plant varieties, palms, cacti, monsteras etc
- added plant pot options
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
shortened plant prefab names
folder reorganisation vol1
Recommitting name changes to minigolf deployables
- 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
Data cable texture polish, updated texture meta
Forgot to commit code changes to deployables
- 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
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
Add blueprint skin to foundation & wall prefabs
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
Craggy (unsure if I changed anything but commit it for hackweek)
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)
WIP code to support a building plan showing all the foundations of a base's blueprints
Show the clan logo on the map marker too
Compile fix - getting ready for aux3