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

15 Days Ago
Fix keybinds showing under the second hotbar
15 Days Ago
merge from fix_highwall_decay_delay -> main
15 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
17 Days Ago
merge from editor_hotbar_swap -> main
17 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
18 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
18 Days Ago
Shift up the second hotbar so it matches inventory placement
18 Days Ago
merge from main -> editor_hotbar_swap
18 Days Ago
merge from fix_instantiate_persistant_setactive -> main
18 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
19 Days Ago
Simplify code
19 Days Ago
Fix the second hotbar prefab not referencing the main inventory
19 Days Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
19 Days Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
19 Days Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
19 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
19 Days Ago
merge from main -> editor_hotbar_swap
19 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
19 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
20 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"
20 Days Ago
merge from editor_fix_cpu_affinity -> main
20 Days Ago
Fix cpu_affinity not working in the editor - manually grab it from the command line if provided and run it
20 Days Ago
Show a preview of the items in the main inventory of a loadout when hovering over it
20 Days Ago
merge from fix_serverport_editor -> main
20 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
21 Days Ago
merge from fix_itemmanager_domain_reload -> main
21 Days Ago
Fix ItemManager not resetting it's newer static fields - caused NRE when entering certain scenes with SkipDomainReload enabled
22 Days Ago
Fix NRE in FinishLoadingRoutine
22 Days Ago
Remove debug logging "Debug.Log("Hit client yield");"
22 Days Ago
merge from fix_elevator_button_restart -> main
22 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
22 Days Ago
merge from fix_bag_nickname -> main
22 Days Ago
Change from Property -> Method so it's more clear it's doing work
22 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)
22 Days Ago
merge from codegen_timings -> main
22 Days Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
22 Days Ago
Add Profiler.BeginSample() for code generator
23 Days Ago
merge from high_wall_upkeep -> main
23 Days Ago
Fix high walls that are connected to a building block without a TC not updating when the building block is destroyed - update during decay if the TC is destroyed or doesn't match their existing building - this could have happened with other deployables like shotgun traps but didn't really because it was only 1.5m range, not 16m range
23 Days Ago
Add "drawnearbybuildings <duration> <radius>" to show what building decay entities belong to Add "forcedecaytick" to force every decay entity on the server to run it's decay tick (to see if walls will reconnect to a building when decay is ran)
23 Days Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
23 Days Ago
Prevent divide by zero if the CraftAmount of a high wall blueprint is zero (don't think it's possible but best to be safe)
23 Days Ago
Fix compile error by making high_wall_upkeep replicated (even though I don't think it needs to be all the code using it can run on the client)
23 Days Ago
Fix sqrDistance still being calculated for high walls despite not being used
23 Days Ago
Switch high walls to look for oldest building block (like building priv works) instead of closest block
23 Days Ago
Move the hardcoded "16m radius" for GetNearestBuildingBlock() and the high wall specific "GetNearbyBuildingBlock" into a shared constant
23 Days Ago
merge from main -> high_wall_upkeep
23 Days Ago
Add upkeep component to the legacy & ice high walls
23 Days Ago
Move the upkeep multiplier selector (building percentage vs high wall convar) upwards into BuildingPrivlidge.Upkeep.cs - fixes deltaTime being overwritten by the convar instead of swapping the convar <-> "20% upkeep" shown in TC
23 Days Ago
merge from main -> high_wall_upkeep