userJake_Richcancel
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5,431 Commits over 1,553 Days - 0.15cph!

24 Minutes Ago
Fix the 3p animation of the master key being slightly out of sync with the 1p animation when looking at your shadow
1 Hour Ago
merge from masterkey -> main
1 Hour 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
Today
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
Today
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
Yesterday
Allow player to alt look around while unlocking the door
Yesterday
Another fix for keys being held up to unoccupied doors Fix changed serialized field name losing reference in master key prefab
Yesterday
Switch from signal triggering 3p key animation to flag based approach
Yesterday
merge from fix_json_registration -> main
Yesterday
merge from masterkey -> main
Yesterday
Update phrases
Yesterday
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
Yesterday
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
Yesterday
Fix break in menu option showing (and holding key up to door) while a break-in was active
Yesterday
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Yesterday
Don't hold key up to door when looking at unoccupied apartments
Yesterday
Update animation controller
Yesterday
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
Yesterday
merge from main -> masterkey
2 Days Ago
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
2 Days Ago
merge from masterkey -> main
2 Days Ago
merge from playermaintainedmonuments -> masterkey
2 Days Ago
Update phrases
2 Days Ago
Update manifest
2 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
2 Days Ago
2 Days Ago
Add icons for up and down
2 Days Ago
Add keylock position to door prefabs
3 Days Ago
Move apartment door menu options to new file
5 Days Ago
Unsaved changes to animator
5 Days Ago
Add master key to icon generator manifest Update master key icon
5 Days Ago
Update manifest
5 Days Ago
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
6 Days Ago
Fixes after converting ItemManager.Items static -> instance
6 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
6 Days Ago
merge from main -> masterkey
7 Days Ago
merge from editor_cfg_parallel_import -> main
7 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
7 Days Ago
merge from waterwell_stock_decrease -> main
7 Days Ago
Create tests to confirm waterwell stock is correct
7 Days Ago
Cleanup method that returns max stock
7 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
7 Days Ago
Codegen
7 Days Ago
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
7 Days Ago
merge from main -> waterwell_stock_decrease
8 Days Ago
Switch Newtonsoft test to use Unity's test framework
8 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
13 Days Ago
merge from fix_second_hotbar -> main
13 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
13 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered