6,834 Commits over 2,435 Days - 0.12cph!
Prisoner hood overlay fixes
Merge from workbench_upgrades
Implement surplus upgrade.
Merge from workbench_upgrades
Fix empty tooltip for prototype cost. Set it to something useful while I'm at it.
Merge from workbench_upgrades
io workbench visual point setup
Some setup on io.table.deployed
Merge from workbench_ugprades
Can't open upgrade inventory if building blocked
Added support for per workbench-level upgrade visuals.
Assigned reinforced visuals for all workbench levels.
Merge from workbench_upgrades
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.
Merge from workbench_upgrades
Merge from workbench_upgrades
Rework item exclusion handling for efficiency upgrade. Item list instead of hardcoded.
Hooked up excluded items.
Move all the upgrade item mods to a dedicated folder.
Bunch of small, misc cleanup
Change loot panel name on engineering workbench.
Don't open inventory UI for static workbenches.
Additional ItemFilter safety check for static workbenches.
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren.
Hook it up for all 3 benches.
Split to new Workbench.Upgrades partial
Move upgrade icon UI convar
Rename workbench upgrade proto to more generic Workbench.