250,716 Commits over 3,959 Days - 2.64cph!
Add Widget.GetAncestor<T>
Move Grid, Scene toolbars to header bar, remove SceneViewToolbar
Additional restrained check
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Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's
Add price multiplier to vending UI when clicking on a store on the map
Joint component can find physics body on bone objects https://files.facepunch.com/layla/1b1811b1/sbox-dev_dmPchGQpY7.mp4
Implemented a dynamic NPC vending price system based on sales in a rolling window
-Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24
-Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%)
Currently clamped between a 50% discount and a 300% price increase
Currently only applies for purchases that are made using scrap as the currency
Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating
All time and discount values are currently using the examples provided above, they are just for testing and will be changed
Don't allow sprint while in air (sprint is used along with ctrl for lean forward/back control in that situation instead)
Add try catch to OnCreateObject so users can't fuck up the map loading
Fix corrupted CodeGen lines in ConsoleSystem. Code gen seems to be broken on Aux2.
Fix ObjectEntry transform
Fix bone objects not being created, don't need this check here
Just run FinishBoneUpdate here instead of progressing animation
Merge from debugcamera_dof_save
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type
This will lose any pre saved dof distance in a camera state
Finished roadside bike spawn setup
Added pedal bike spawns at supermarket and warehouse. One each, 50% chance of bike vs. trike
Initial bone merge to the root merge target
Skinned renderer updates scene model and bone objects on Model change or CreateBoneObjects change - Fixes bone objects not having their transform set when trying to parent an object directly after creating the component
Merge from debugcamera_dof_save
Fix train_tunnel_entrance_a having output prefab somehow unlinked?
Fix scene prefabs that don't support remapping having all their components stripped (train tunnels)
Merge from FrontierHazmat_cinematic
Handcuff anims + assets backup
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
Merge from PrisonerHood_Cinematic
Set up motorbike spawning at monuments - one each at gas station, sphere tank, water treatment. Randomly select normal or sidecar bike (50% chance of each).
SpawnPointSpawnPopulation now supports having multiple options
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Cache ObjectEntry keyvalues so we're not having to call into managed every time
Merge from hackweek_crudegestures (with custom gesture wheel support)
Merge from main (many conflicts, stomped local animator changes)
Upgrade to Expo SDK 48
Update actions
More actions updates
Try again
Again
Increase max heap size while building app
Rewrite ToggleSwitch component using modern reanimated
Move VendingMachineIcon component to the correct folder
Install skia
Progress stripping out reanimated v1 map code
More, but stuck for now because I can't get Skia to load the map image
Upgrade to Expo SDK 49
Write the map image to disk so Skia can render it, but it just crashes and breaks things most of the time
Add basic pan and zoom
Some progress
Pan/zoom mostly working now
Got monument map markers working
Finish up the rest of the markers
Implement following the player
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
Fix pinch gesture not disabling follow player
Upgrade to Expo SDK 50
Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
Map grid fixes
Migrate from sentry-expo to @sentry/react-native
Upgrade to Expo SDK 51
Fix device list freezing the entity list array etc and breaking things
Missed file
Update react-class-model
Merge branch 'skia-map'
Fix the check "is scene in asset bundles" not working outside of editor
- added method to check if any asset is at path in filesystem