5,424 Commits over 1,553 Days - 0.15cph!
Switch from signal triggering 3p key animation to flag based approach
merge from fix_json_registration -> main
merge from masterkey -> main
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
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
Fix break in menu option showing (and holding key up to door) while a break-in was active
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Don't hold key up to door when looking at unoccupied apartments
Update animation controller
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
merge from main -> masterkey
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
merge from masterkey -> main
merge from playermaintainedmonuments -> masterkey
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
Add icons for up and down
Add keylock position to door prefabs
Move apartment door menu options to new file
Unsaved changes to animator
Add master key to icon generator manifest
Update master key icon
Animation code hooked up for master key
- uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
Fixes after converting ItemManager.Items static -> instance
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
merge from main -> masterkey
merge from editor_cfg_parallel_import -> main
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
merge from waterwell_stock_decrease -> main
Create tests to confirm waterwell stock is correct
Cleanup method that returns max stock
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
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
merge from main -> waterwell_stock_decrease
Switch Newtonsoft test to use Unity's test framework
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0)
- tests pass
merge from fix_second_hotbar -> main
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
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
Fix keybinds showing under the second hotbar
merge from fix_highwall_decay_delay -> main
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
merge from editor_hotbar_swap -> main
Cleanup redundant UIBeltSecondRowPreview.cs
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
Shift up the second hotbar so it matches inventory placement