137,284 Commits over 4,324 Days - 1.32cph!

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
Yesterday
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
Yesterday
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
Yesterday
shortened plant prefab names
Yesterday
folder reorganisation vol1
Yesterday
Golfcart visuals
Yesterday
Recommitting name changes to minigolf deployables
Yesterday
- 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
Yesterday
Data cable texture polish, updated texture meta
Yesterday
Forgot to commit code changes to deployables
Yesterday
- 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
Yesterday
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
Yesterday
Add blueprint skin to foundation & wall prefabs
Yesterday
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
Yesterday
Craggy (unsure if I changed anything but commit it for hackweek)
Yesterday
Codegen
Yesterday
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)
Yesterday
WIP code to support a building plan showing all the foundations of a base's blueprints
Yesterday
Prefabs created so far
Yesterday
New code added
Yesterday
Show the clan logo on the map marker too
Yesterday
CLIENT compile fixes
Yesterday
Compile fix - getting ready for aux3
Yesterday
Compile fixes
Yesterday
Fix golf tee nuking the ball under weird circumstances
Yesterday
Detect a winner and show a phrase when they win
Yesterday
Numerous bug fixes with the Golf UI
Yesterday
Ensure hole UI updates
Yesterday
Reserve the first two rows in the ui
Yesterday
Ensure golf ball home tee is set
Yesterday
Missing physics material files
Yesterday
Add Golf Leaderboard UI - Add players based on who has joined the game - Sort against strokes - Show who has completed the course
Yesterday
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
Yesterday
Fixed bugs with numbering not changing under certain circumstances
Yesterday
Added visible par number, hole number and current players as text on the Tee Clock
Yesterday
Added delay node Added tooltips on the node ports, shows the type
Yesterday
Node inputs can be inlined with input fields When connected the input field is disabled and the data comes from the incoming data
Yesterday
Bugfix: fixing ~24 missing Pool.Free Tests: editor compile test, built C and S standalones
Yesterday
Player scoring system. Player scores increase with each hit
Yesterday
- Ability to join/leave games on the tee - Tee backtracks dismounts/swings to golf ball and mountable - Deployable changes - Phrases
Yesterday
Minor cleanup and comments
Yesterday
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
Yesterday
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach
Yesterday
Update: PoolAnalyzer - support ArgList syntax in ObjCreationSyntax - debug bin built from 0fbab248 C+S Editor now boots! Now to check individual modes Tests: unit tests + started editor
Yesterday
Added multi selection in the node graph