userAdam Wcancel

6,818 Commits over 2,435 Days - 0.12cph!

Today
Can't open upgrade inventory if building blocked
Today
Added support for per workbench-level upgrade visuals. Assigned reinforced visuals for all workbench levels.
Today
Merge from workbench_upgrades
Today
Fixed visual spawning method breaking initial LOD functionality.
Today
Fix missing visual prefab link on reinforced item
Today
Fix reinforced placement links
Today
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.
Today
Merge from main
3 Days Ago
Merge from workbench_upgrades
3 Days Ago
Order fix
3 Days Ago
Merge from workbench_upgrades
3 Days Ago
Merge from main
3 Days Ago
Merge from cleanup
3 Days Ago
Continued
3 Days Ago
Rework item exclusion handling for efficiency upgrade. Item list instead of hardcoded. Hooked up excluded items.
3 Days Ago
3 Days Ago
Move all the upgrade item mods to a dedicated folder.
3 Days Ago
Vital icons pass
3 Days Ago
Workbench.Upgrades pass
3 Days Ago
3 Days Ago
Bunch of small, misc cleanup
3 Days Ago
Merge from parent
3 Days Ago
Change loot panel name on engineering workbench.
3 Days Ago
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
3 Days Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
3 Days Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
3 Days Ago
Merge from partial
3 Days Ago
Cleanup line spaces
3 Days Ago
3 Days Ago
Split to new Workbench.Upgrades partial
3 Days Ago
Move upgrade icon UI convar
4 Days Ago
Rename workbench upgrade proto to more generic Workbench.
4 Days Ago
Compile fix
4 Days Ago
Merge from main
4 Days Ago
Fix workbench inventory eating scrap
4 Days Ago
Remove unused vars
4 Days Ago
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.
4 Days Ago
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
4 Days Ago
Add can't afford overlay panel to prototype button, toggle as needed.
4 Days Ago
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
5 Days Ago
Hook up prototype failed overlay
5 Days Ago
Move prototype button next to unlock button, keep single unclock cost display at the top
5 Days Ago
Still show icons as locked, even with prototype installed.
5 Days Ago
Merge from main
5 Days Ago
Merge from prototype
5 Days Ago
//Todo
5 Days Ago
More workbench UI work for prototype upgrade
5 Days Ago
Restore path highlighting
5 Days Ago
Code gen
5 Days Ago
Seperate upgrade path logic for prototype/regular