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5,424 Commits over 1,553 Days - 0.15cph!

Today
Switch from signal triggering 3p key animation to flag based approach
Today
merge from fix_json_registration -> main
Today
merge from masterkey -> main
Today
Update phrases
Today
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
Today
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
Today
Fix break in menu option showing (and holding key up to door) while a break-in was active
Today
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Today
Don't hold key up to door when looking at unoccupied apartments
Today
Update animation controller
Today
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
Today
merge from main -> masterkey
Yesterday
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
Yesterday
merge from masterkey -> main
Yesterday
merge from playermaintainedmonuments -> masterkey
Yesterday
Update phrases
Yesterday
Update manifest
Yesterday
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
Yesterday
Yesterday
Add icons for up and down
Yesterday
Add keylock position to door prefabs
Yesterday
Move apartment door menu options to new file
4 Days Ago
Unsaved changes to animator
4 Days Ago
Add master key to icon generator manifest Update master key icon
4 Days Ago
Update manifest
4 Days Ago
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
4 Days Ago
Fixes after converting ItemManager.Items static -> instance
4 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
5 Days Ago
merge from main -> masterkey
6 Days Ago
merge from editor_cfg_parallel_import -> main
6 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
6 Days Ago
merge from waterwell_stock_decrease -> main
6 Days Ago
Create tests to confirm waterwell stock is correct
6 Days Ago
Cleanup method that returns max stock
6 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
6 Days Ago
Codegen
6 Days Ago
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
6 Days Ago
merge from main -> waterwell_stock_decrease
7 Days Ago
Switch Newtonsoft test to use Unity's test framework
7 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
12 Days Ago
merge from fix_second_hotbar -> main
12 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
12 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
12 Days Ago
Fix keybinds showing under the second hotbar
12 Days Ago
merge from fix_highwall_decay_delay -> main
12 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
13 Days Ago
merge from editor_hotbar_swap -> main
13 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
14 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
15 Days Ago
Shift up the second hotbar so it matches inventory placement