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5,395 Commits over 1,522 Days - 0.15cph!

Today
merge from editor_cfg_parallel_import -> main
Today
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
Today
merge from waterwell_stock_decrease -> main
Today
Create tests to confirm waterwell stock is correct
Today
Cleanup method that returns max stock
Today
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
Today
Codegen
Today
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
Yesterday
merge from main -> waterwell_stock_decrease
Yesterday
Switch Newtonsoft test to use Unity's test framework
2 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
7 Days Ago
merge from fix_second_hotbar -> main
7 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
7 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
7 Days Ago
Fix keybinds showing under the second hotbar
7 Days Ago
merge from fix_highwall_decay_delay -> main
7 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
8 Days Ago
merge from editor_hotbar_swap -> main
8 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
9 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
10 Days Ago
Shift up the second hotbar so it matches inventory placement
10 Days Ago
merge from main -> editor_hotbar_swap
10 Days Ago
merge from fix_instantiate_persistant_setactive -> main
10 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
10 Days Ago
Simplify code
10 Days Ago
Fix the second hotbar prefab not referencing the main inventory
10 Days Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
10 Days Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
10 Days Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
10 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
10 Days Ago
merge from main -> editor_hotbar_swap
10 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
11 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
11 Days Ago
Change from hover to show the inventory contents to a button top right that expands the loadout to show the inventory items - the hover panel was awkward when you had tons of loadouts on screen - controlled with convar "loadoutinventorypreview"
11 Days Ago
merge from editor_fix_cpu_affinity -> main
11 Days Ago
Fix cpu_affinity not working in the editor - manually grab it from the command line if provided and run it
11 Days Ago
Show a preview of the items in the main inventory of a loadout when hovering over it
11 Days Ago
merge from fix_serverport_editor -> main
12 Days Ago
In the editor use server.port for the connect command (if you didn't overwrite it) so you can run multiple editors on different ports - much easier than overwriting the connect command & initialization commands inside GameSetup
13 Days Ago
merge from fix_itemmanager_domain_reload -> main
13 Days Ago
Fix ItemManager not resetting it's newer static fields - caused NRE when entering certain scenes with SkipDomainReload enabled
13 Days Ago
Fix NRE in FinishLoadingRoutine
13 Days Ago
Remove debug logging "Debug.Log("Hit client yield");"
13 Days Ago
merge from fix_elevator_button_restart -> main
13 Days Ago
Fix elevator buttons not working after server restart until the elevator is used - store elevator floors as EntityRef and only resolve them when building radial menu - remove TopFloor from being networked (keep proto field) as it wasn't used for the final radial menu implementation
13 Days Ago
merge from fix_bag_nickname -> main
13 Days Ago
Change from Property -> Method so it's more clear it's doing work
13 Days Ago
Fix sleeping bags showing the old name by getting rid of the caching of player name on the client for bags and instead looking up the name via NameHelper.Get() every time it's polled (when looking at it with a hammer)
14 Days Ago
merge from codegen_timings -> main
14 Days Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists