userJake_Richcancel

5,880 Commits over 1,584 Days - 0.15cph!

52 Days Ago
Cleanup method that returns max stock
52 Days Ago
Fix the maxStock for NPC vending orders being confusing - it used to only change the initial stock and then refill to the maximum of the vendor - now it just sets a different max stock for that individual vending order
52 Days Ago
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52 Days Ago
Codegen
52 Days Ago
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
52 Days Ago
merge from main -> waterwell_stock_decrease
52 Days Ago
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53 Days Ago
Switch Newtonsoft test to use Unity's test framework
53 Days Ago
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53 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
53 Days Ago
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58 Days Ago
merge from fix_second_hotbar -> main
58 Days Ago
Fix not being able to drag icons into the bottom row of the main inventory (second hotbar) due to the main inventory being rendered on top of the hotbar
58 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
58 Days Ago
Fix keybinds showing under the second hotbar
58 Days Ago
merge from fix_highwall_decay_delay -> main
58 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
59 Days Ago
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59 Days Ago
merge from editor_hotbar_swap -> main
59 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
60 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
2 Months Ago
Shift up the second hotbar so it matches inventory placement
2 Months Ago
merge from main -> editor_hotbar_swap
2 Months Ago
merge from fix_instantiate_persistant_setactive -> main
2 Months Ago
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
2 Months Ago
Simplify code
2 Months Ago
Fix the second hotbar prefab not referencing the main inventory
2 Months Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
2 Months Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
2 Months Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)