198,635 Commits over 4,140 Days - 2.00cph!

5 Months Ago
Update phrases
5 Months Ago
Ensure phrase gets translated when shown as a tooltip
5 Months Ago
merge from fonts_fallback
5 Months Ago
Tweaked fonts order
5 Months Ago
First pass on ragdoll for new chicken model
5 Months Ago
Instead of replacing the font fallback list entirely, just re-order it to use the currently selected language first This ensures that texts using any font at any time can work properly (chat, language menu, any input field)
5 Months Ago
Merge from main
5 Months Ago
Parent merge
5 Months Ago
Merge from media_projects
5 Months Ago
Merge from main
5 Months Ago
Change all the hardcoded english strings to phrases
5 Months Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
5 Months Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
5 Months Ago
Fish & skull ownership item prefab changes
5 Months Ago
Add ownership when gutting item from fish / crushing skulls
5 Months Ago
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5 Months Ago
merge fro io_research_table
5 Months Ago
gibs fix
5 Months Ago
Cherrypick compile fixes
5 Months Ago
Fix compile errors from item ownership
5 Months Ago
Merge from item_ownership -> aux2
5 Months Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
5 Months Ago
subtract nothing
5 Months Ago
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5 Months Ago
Codegen Protobuf
5 Months Ago
Codegen EntityMenu
5 Months Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
5 Months 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
5 Months Ago
Merge main -> aux2 (keep destination codegen)
5 Months 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.
5 Months 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
5 Months 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
5 Months Ago
Re-run protobuf generation
5 Months Ago
subtract 108949
5 Months Ago
merge from main -> item_ownership
5 Months Ago
attempt 3
5 Months 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
5 Months Ago
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5 Months Ago
Fixed beehive not generating honeycomb
5 Months Ago
Missed files
5 Months Ago
Fixed info and loot panel issues
5 Months Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
5 Months Ago
merge from fix_junkpile_despawn_delay -> main
5 Months Ago
Fixed weird colour issue on panel
5 Months Ago
merge from fix_optional_protobuf_effect -> main
5 Months Ago
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5 Months Ago
Merge from cosmetic_flowers