141,650 Commits over 4,383 Days - 1.35cph!

57 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
57 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
57 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
57 Days Ago
Biome stuff backup
57 Days Ago
use standard shadowmaps to prevent leaking
57 Days Ago
merge from main -> hackweek_trailers
57 Days Ago
Hackweek: set limitNetworking when spawning blueprint building block so it doesn't flicker - changed limitNetworking: review later
57 Days Ago
Add skins to source prefabs
57 Days Ago
Add blueprint skin variantsfor wall. door frame, window & square floor
57 Days Ago
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57 Days Ago
Fixed some bugs with the default inputs and invoke method node
57 Days Ago
apartment complex greybox - polishing demolished side a bit some layout adjustments to fit newer greyboxed buildings
57 Days Ago
Added coiled model for the hose tool world model prefab
57 Days Ago
Test for verifying deployables that are placeable on boats have only convex colliders All pass as expected
57 Days Ago
Apartment complex b greybox update
57 Days Ago
Simplify prefab pre processing error (to get more info on this build issue)
57 Days Ago
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
57 Days Ago
Added copy/paste support
57 Days Ago
Additionally added coiled model for the wire tool world model prefab https://files.facepunch.com/curtis/1b1311b1/13_23-42-EqualMartin.jpg
57 Days Ago
Removed garage door from T2 tech tree. Moved IO tech tree contents so they actually fit on the screen
57 Days Ago
Some minor tweaks to prevent it bouncing on the edges between colliders Not perfect but will do for the playtest
57 Days Ago
removed world model outline script that didnt work anyway
57 Days Ago
More player head seed work
57 Days Ago
Can use ball without tee remove a bunch of logs
57 Days Ago
Messy set of bug fixes so i can do one final check before builds
57 Days Ago
cobalt ball tint mask
57 Days Ago
Disable golf tee killing balls if you dont swing off the tee. Was causing
57 Days Ago
removed normal map from detail layer on golf balls
57 Days Ago
golf hole super rough textures
57 Days Ago
Added import/export buttons
57 Days Ago
Engineering workbench refresh, multiple tabs separating different item types, looks a bit cleaner than the current one. Added Garage door to engineering workbench
57 Days Ago
Swapped interaction icons to something better than crosses everywhere
57 Days Ago
Add random golf ball colours
57 Days Ago
merge from main
57 Days Ago
Fix bug when trying to tee off from the golf tee
57 Days Ago
Created a new coiled world model for data cable when on the ground, updated prefab.
57 Days Ago
added in new rock golf ball
57 Days Ago
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
57 Days Ago
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
57 Days Ago
shortened plant prefab names
57 Days Ago
folder reorganisation vol1
57 Days Ago
Golfcart visuals
57 Days Ago
Recommitting name changes to minigolf deployables
57 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
57 Days Ago
Data cable texture polish, updated texture meta
57 Days Ago
Forgot to commit code changes to deployables
57 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
57 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
57 Days Ago
Add blueprint skin to foundation & wall prefabs
57 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