6,748 Commits over 2,435 Days - 0.12cph!
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
Setup some placeholder art in the prefab, initial rotation.
Sync installed ugprades for the player's current workbench to the client.
Show icons of any installed upgrades in workbench vital UI notification panel (wip, works but looks shit - Workbench level 1 only for now)
Add placeholder icons for all upgrades.
Cache the highest level, most ugpraded workbench for player. Fixes a few bugs.
merge from workbench automated_tests
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
Setup all three workbench upgradeVisualPoints.
Set as servercull.
Add placeholder placement transforms to Workbench1
Create placeholder visual prefabs for all upgrades.
Link to them in their upgrade items.