137,286 Commits over 4,324 Days - 1.32cph!

1 Year Ago
Placeholder beehive crafting costs
1 Year Ago
- Added chance for hives to spawn on other oak trees - Bee grenade requires nucleus to craft - Client compile errors
1 Year Ago
bee_grenade -> bees
1 Year Ago
Ensure Bee Grenades prefabs reference the correct things
1 Year Ago
- Basic entity setup - Spawn Bee Swarm on explode - Copy/Paste of Flashbang
1 Year Ago
Missing Files
1 Year Ago
Better natural beehive collider
1 Year Ago
Missing files: New Damage type
1 Year Ago
- Bees can no longer damage players in Hazmat suits - Bee sting damage type - Beeswarm Damage updates - Beehive Damage updates
1 Year Ago
merge from fonts_fallback
1 Year Ago
Bunch of arabic font tweaks to fix the weird line spacing
1 Year Ago
Crafting menu: fixed item name overlapping with the workbench level in some languages
1 Year Ago
Update phrases
1 Year Ago
Ensure phrase gets translated when shown as a tooltip
1 Year Ago
merge from fonts_fallback
1 Year Ago
Tweaked fonts order
1 Year Ago
First pass on ragdoll for new chicken model
1 Year 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)
1 Year Ago
Merge from main
1 Year Ago
Merge from media_projects
1 Year Ago
Change all the hardcoded english strings to phrases
1 Year Ago
Converted mixing table and cooking workbench to rendererlods, normalised their cull distance
1 Year Ago
Added all fonts to the font fallback settings scriptable Removed RobotoCondensed Hotkey TMP asset, was only used in the beltbar
1 Year Ago
Fish & skull ownership item prefab changes
1 Year Ago
Add ownership when gutting item from fish / crushing skulls
1 Year Ago
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1 Year Ago
gibs fix
1 Year Ago
Cherrypick compile fixes
1 Year Ago
Updated the language selection dropdown to use proper fonts instead of fallbacks
1 Year Ago
subtract nothing
1 Year Ago
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1 Year Ago
Fixed OnInspectorGUI NRE when clicking on a TMP sub mesh
1 Year 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
1 Year 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.
1 Year 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
1 Year 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
1 Year Ago
Re-run protobuf generation
1 Year Ago
subtract 108949
1 Year Ago
merge from main -> item_ownership
1 Year Ago
attempt 3
1 Year 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
1 Year Ago
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1 Year Ago
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1 Year Ago
Fixed beehive not generating honeycomb
1 Year Ago
- Made fancy display showing current xp of nucleus and xp required for the next level up
1 Year Ago
Missed files
1 Year Ago
Fixed info and loot panel issues
1 Year Ago
merge from fix_junkpile_despawn_delay -> main
1 Year Ago
Fixed weird colour issue on panel
1 Year Ago
merge from fix_optional_protobuf_effect -> main