branchrust_reboot/main/workbench_upgradescancel
120 Commits over 61 Days - 0.08cph!
Disable colliders on comfort/accelerated visuals.
Add test save with all benches maxed out.
Add support for upto 10 upgrade icons in the vital panel at once. Now expands to two icon rows if needed.
Set workbench slots to 10 for now until we decide fore sure - easier testing/visuals
Setup remaining item->visual links
Merge from industrial_crafter
Set item ownership for bonus items
Efficiency workbench upgrade now creates bonus item with the same skin as the source item.
Implement surplus upgrade.
Fix empty tooltip for prototype cost. Set it to something useful while I'm at it.
io workbench visual point setup
Some setup on io.table.deployed
Can't open upgrade inventory if building blocked
Added support for per workbench-level upgrade visuals.
Assigned reinforced visuals for all workbench levels.
Fixed visual spawning method breaking initial LOD functionality.
Fix missing visual prefab link on reinforced item
Fix reinforced placement links
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3.
Remove the components added by source prefabs.
Renamed to show they're placement locations.
Fix workbench inventory eating scrap
Tidy up workbench vital upgrade icon display.
Still looks a bit shit until we get real icons with propper centering, but it's setup for them now.
Refactor can't afford overlay to match/align with regular unlock can't afford display.
Bunch of prototype UI code cleanup.
Add can't afford overlay panel to prototype button, toggle as needed.
Show FAILED overlay on prototype button for 3 seconds on failure.
Codegen.
Hook up prototype failed overlay
Move prototype button next to unlock button, keep single unclock cost display at the top
Still show icons as locked, even with prototype installed.
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.