201,550 Commits over 4,171 Days - 2.01cph!

6 Months Ago
Map backup
6 Months Ago
Pickup NRE
6 Months Ago
Placeholder beehive crafting costs
6 Months Ago
- Added chance for hives to spawn on other oak trees - Bee grenade requires nucleus to craft - Client compile errors
6 Months Ago
bee_grenade -> bees
6 Months Ago
Ensure Bee Grenades prefabs reference the correct things
6 Months Ago
- Basic entity setup - Spawn Bee Swarm on explode - Copy/Paste of Flashbang
6 Months Ago
Missing Files
6 Months Ago
Directory setup
6 Months Ago
Better natural beehive collider
6 Months Ago
Missing files: New Damage type
6 Months Ago
- Bees can no longer damage players in Hazmat suits - Bee sting damage type - Beeswarm Damage updates - Beehive Damage updates
6 Months Ago
merge from fonts_fallback
6 Months Ago
Bunch of arabic font tweaks to fix the weird line spacing
6 Months Ago
Crafting menu: fixed item name overlapping with the workbench level in some languages
6 Months Ago
Update phrases
6 Months Ago
Ensure phrase gets translated when shown as a tooltip
6 Months Ago
merge from fonts_fallback
6 Months Ago
Tweaked fonts order
6 Months Ago
First pass on ragdoll for new chicken model
6 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)
6 Months Ago
Merge from main
6 Months Ago
Parent merge
6 Months Ago
Merge from media_projects
6 Months Ago
Merge from main
6 Months Ago
Change all the hardcoded english strings to phrases
6 Months Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
6 Months Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
6 Months Ago
Fish & skull ownership item prefab changes
6 Months Ago
Add ownership when gutting item from fish / crushing skulls
6 Months Ago
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6 Months Ago
merge fro io_research_table
6 Months Ago
gibs fix
6 Months Ago
Cherrypick compile fixes
6 Months Ago
Fix compile errors from item ownership
6 Months Ago
Merge from item_ownership -> aux2
6 Months Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
6 Months Ago
subtract nothing
6 Months Ago
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6 Months Ago
Codegen Protobuf
6 Months Ago
Codegen EntityMenu
6 Months Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
6 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
6 Months Ago
Merge main -> aux2 (keep destination codegen)
6 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.
6 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
6 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
6 Months Ago
Re-run protobuf generation
6 Months Ago
subtract 108949
6 Months Ago
merge from main -> item_ownership