6,767 Commits over 2,435 Days - 0.12cph!
Revert some UI changes/behaviour. Add separate prototype panel to techtree.
Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Bunch of UI/UX wip for prototype techtree
Change Unlock button text to say Prototype when prototype will be used.
Added static strings for both.
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
Added prototype upgrade item.
Visual placeholder prefab.
Placeholder positioning.
Add item setup for all workbenches.
prototype initial implementation
Added custom workbench upgrade loot panel.
Supports dynamic/varying upgrade slot counts per workbench type.
Set upgrade limits to 4,5,6 for now
Add lootpanel.workbench_upgrades.
Hook it up to all 3 workbenches.
Assign new model prefab to reinforced item
Hooked up reinforced model positionining.
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor.
Saves 0.8 secs for editor bootups.
Add satellite specific explosion (temp)
Increase move/spin speeds
Add some very temporary VFX
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
Add support for CraftedWithDefensiveUpgradeOnly.
Setup beenie hat item as a test.
Reduce guaranteed slots from defensive to 1
Workbench level 2+3 loot panel assignment
Add a workbench vitals prefab with the new setup, replace existing ones with it.
Ton of general workbench client/server compile fixes
Add a convar to gate the icon display behaviour.
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
WIP show icons of equipped upgrades in workbench vital panel
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Basic entry point calculation so it lands approx near target spot