11,641 Commits over 3,622 Days - 0.13cph!
Fixed cyclic serialization warning
Bunch more refactoring, file cleanup/splitting, etc.
Renamed RifleSlot to WeaponRackSlot and move to separate file
Split Row out into new WeaponRackRow file/class
merge from rows/placement
temp code for placement effect test
Throw-mounting works with new row setup
Only show Take All option if over a weapon
Initial ghost model support (disabled)
Disabled direct inventory access.
Only show Mount and Swap options if there's enough room for the weapon in the targetted slot
Updated weapon rack gallery creation test script to work with new setup
Hooked up row prefab data in inspector
Added SlotSize and set it on weapon mount defs
Switched to PrefabUtility.InstantiatePrefab to keep prefab links
Added an editor script to to automate spawning enough weapon racks for all weapons, mounting the weapons and then applying their configs, to make setup and testing faster.
Added weaponrack gallery scene.
Implemented "Eat" radial menu option for player grown foods too.
Added "Take All" radial menu option
Added "Swap Weapon" radial menu option when targetting a rack mount weapon, with a weapon held. Swaps the weapons and auto holds the one from the rack.
When throw mounting a weapon, mount to the slot we hit.
Auto hold a weapon when taking it from a rack if it goes to the belt (and the player is not currently holding an active item)
PlayerBelt can now be set to auto hold an item.
Added an extra peacekeeper on platform next to static caboose.
Added some AI data for caboose.
Tweaked navmesh obstacle to block ground but not inside caboose.
Set caboose collision data to readable for navmesh generation.
Added custom navmesh data to platform next to caboose so AI can navigate the gap to caboose.
Fixed AI data that was sitting under the static caboose.
S2P compound.
Collectable foods (berries, corn, etc) can now be eaten directly from the ground with a hold-E menu option.