userJake_Richcancel
reporust_rebootcancel

5,445 Commits over 1,553 Days - 0.15cph!

Today
merge from main -> base_occlusion
Today
Codegen
Today
Tests to confirm the interior walls are fixed
Today
Fixes to make edge case of interior walls not be hidden
Today
Add command to export a building into a format that tests can use (so we aren't spawning the giant base every single time)
Today
Add more tests
Today
Switch to using EnterPlayMode + DomainReload so the normal shutdown has a chance to run
Today
Fix sqlite database being locked in the editor (requiring you to restart editor every time it happens) - force close all open sqlite databases when exiting playmode
Today
merge from main -> base_occlusion
Today
Network group implementation
Today
Compile fix
Today
After grab all the changes to building blocks to define faces, edges, etc
Today
Grab reserialized building block prefabs first
Today
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
12 Days Ago
Fix the 3p animation of the master key being slightly out of sync with the 1p animation when looking at your shadow
12 Days Ago
merge from masterkey -> main
12 Days Ago
Change back to needing to look at the lock with the center of your screen instead of the key model itself as it's too confusing
13 Days Ago
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
13 Days Ago
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
13 Days Ago
Allow player to alt look around while unlocking the door
13 Days Ago
Another fix for keys being held up to unoccupied doors Fix changed serialized field name losing reference in master key prefab
13 Days Ago
Switch from signal triggering 3p key animation to flag based approach
13 Days Ago
merge from fix_json_registration -> main
13 Days Ago
merge from masterkey -> main
13 Days Ago
Update phrases
13 Days Ago
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
13 Days Ago
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore - resets the next time they open the door
14 Days Ago
Fix break in menu option showing (and holding key up to door) while a break-in was active
14 Days Ago
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
14 Days Ago
Don't hold key up to door when looking at unoccupied apartments
14 Days Ago
Update animation controller
14 Days Ago
Upgrade the master key entity from Keycard -> MasterKey - allows us to raise the key towards the lock when the player is looking at the door - show "Insert Key" and detect if the key location on the viewport (0.5,0.3) is looking at the lock, not the center of their screen
14 Days Ago
merge from main -> masterkey
14 Days Ago
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
14 Days Ago
merge from masterkey -> main
14 Days Ago
merge from playermaintainedmonuments -> masterkey
14 Days Ago
Update phrases
14 Days Ago
Update manifest
14 Days Ago
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
14 Days Ago
14 Days Ago
Add icons for up and down
14 Days Ago
Add keylock position to door prefabs
15 Days Ago
Move apartment door menu options to new file
17 Days Ago
Unsaved changes to animator
17 Days Ago
Add master key to icon generator manifest Update master key icon
17 Days Ago
Update manifest
17 Days Ago
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
17 Days Ago
Fixes after converting ItemManager.Items static -> instance
17 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
18 Days Ago
merge from main -> masterkey