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5,412 Commits over 1,553 Days - 0.15cph!

Today
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
Today
merge from masterkey -> main
Today
merge from playermaintainedmonuments -> masterkey
Today
Update phrases
Today
Update manifest
Today
Code to ensure player is looking at the lock while opening it - starting with being extra strict but I think I'll be more lenient later
Today
Today
Add icons for up and down
Today
Add keylock position to door prefabs
Today
Move apartment door menu options to new file
3 Days Ago
Unsaved changes to animator
3 Days Ago
Add master key to icon generator manifest Update master key icon
3 Days Ago
Update manifest
3 Days Ago
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
3 Days Ago
Fixes after converting ItemManager.Items static -> instance
3 Days Ago
Switch ItemManager.Items from a static class to a instance - fixes it not being reset by ResetStaticFields (and this being the easier way to do so) - add master key item too
3 Days Ago
merge from main -> masterkey
4 Days Ago
merge from editor_cfg_parallel_import -> main
4 Days Ago
Set standby import worker count to 0 and set shutdown delay to 10s - prevents out of process import processes from sticking around and eating RAM
4 Days Ago
merge from waterwell_stock_decrease -> main
4 Days Ago
Create tests to confirm waterwell stock is correct
4 Days Ago
Cleanup method that returns max stock
4 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
5 Days Ago
Codegen
5 Days Ago
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
5 Days Ago
merge from main -> waterwell_stock_decrease
6 Days Ago
Switch Newtonsoft test to use Unity's test framework
6 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
10 Days Ago
merge from fix_second_hotbar -> main
11 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
11 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
11 Days Ago
Fix keybinds showing under the second hotbar
11 Days Ago
merge from fix_highwall_decay_delay -> main
11 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
12 Days Ago
merge from editor_hotbar_swap -> main
12 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
13 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
14 Days Ago
Shift up the second hotbar so it matches inventory placement
14 Days Ago
merge from main -> editor_hotbar_swap
14 Days Ago
merge from fix_instantiate_persistant_setactive -> main
14 Days 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
14 Days Ago
Simplify code
14 Days Ago
Fix the second hotbar prefab not referencing the main inventory
14 Days Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
14 Days Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
14 Days Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
14 Days Ago
Modify ContainerSourceLocalPlayer so it can override the transform it uses for `ItemIcon[] allIcons` - the main inventory panel was parented too high and grabbing icons from different panels - keep the parenting the same, only changing where it's fetching the icons from
14 Days Ago
merge from main -> editor_hotbar_swap
14 Days Ago
Don't render the last row of the last row of the main inventory when the 2nd hotbar is shown so it looks better when openinga and closing main inventory
15 Days Ago
Make the editor-only feature available for admins too - NOT FOR NORMAL PLAYERS - press Z (can rebind) to swap to a second hotbar - enable "drawsecondhotbar" to render the second hotbar above the first