137,230 Commits over 4,324 Days - 1.32cph!

15 Minutes Ago
Created a new coiled world model for data cable when on the ground, updated prefab.
32 Minutes Ago
added in new rock golf ball
45 Minutes Ago
- added more plant varieties, palms, cacti, monsteras etc - added plant pot options
49 Minutes Ago
fixed broken key on golf tee, rotated so its facing forwards, tweaked tee position
50 Minutes Ago
shortened plant prefab names
52 Minutes Ago
folder reorganisation vol1
1 Hour Ago
Golfcart visuals
1 Hour Ago
Recommitting name changes to minigolf deployables
2 Hours 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
2 Hours Ago
Data cable texture polish, updated texture meta
3 Hours Ago
Forgot to commit code changes to deployables
3 Hours 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
4 Hours 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
4 Hours Ago
Add blueprint skin to foundation & wall prefabs
4 Hours 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
4 Hours Ago
Craggy (unsure if I changed anything but commit it for hackweek)
4 Hours Ago
Codegen
4 Hours Ago
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)
4 Hours Ago
WIP code to support a building plan showing all the foundations of a base's blueprints
4 Hours Ago
Prefabs created so far
4 Hours Ago
New code added
5 Hours Ago
Show the clan logo on the map marker too
CLIENT compile fixes
Compile fix - getting ready for aux3
Compile fixes
Fix golf tee nuking the ball under weird circumstances
Detect a winner and show a phrase when they win
Numerous bug fixes with the Golf UI
Ensure hole UI updates
Reserve the first two rows in the ui
Ensure golf ball home tee is set
Missing physics material files
Add Golf Leaderboard UI - Add players based on who has joined the game - Sort against strokes - Show who has completed the course
Today
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
Fixed bugs with numbering not changing under certain circumstances
Added visible par number, hole number and current players as text on the Tee Clock
Today
Added delay node Added tooltips on the node ports, shows the type
Today
Node inputs can be inlined with input fields When connected the input field is disabled and the data comes from the incoming data
Today
Bugfix: fixing ~24 missing Pool.Free Tests: editor compile test, built C and S standalones
Player scoring system. Player scores increase with each hit
- Ability to join/leave games on the tee - Tee backtracks dismounts/swings to golf ball and mountable - Deployable changes - Phrases
Today
Minor cleanup and comments
Today
Buildfix: undefine local GetFromGrid method when in None mode Tests: None builds
Today
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach
Today
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
Today
Added multi selection in the node graph
Today
Update: PoolAnalyzer - further reduce false-positives - better escapes for await, try blocks, using statements - debug bin built from a2005dd2 Only 2 false-positives remaining in C+S Tests: unit tests and started unity
Today
Can now Tee-Off from the Tee
Today
Start on Deployable tests. Wrote a bit of a monstrosity to check for whether the groundwatch layers match where the item can be deployed (but it seems to work well) Finds 8 such cases where its misconfigured, no false positives