userJake_Richcancel
reporust_rebootcancel

5,465 Commits over 1,553 Days - 0.15cph!

18 Days Ago
Update animation controller
18 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
18 Days Ago
merge from main -> masterkey
19 Days Ago
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
19 Days Ago
merge from masterkey -> main
19 Days Ago
merge from playermaintainedmonuments -> masterkey
19 Days Ago
Update phrases
19 Days Ago
Update manifest
19 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
19 Days Ago
19 Days Ago
Add icons for up and down
19 Days Ago
Add keylock position to door prefabs
19 Days Ago
Move apartment door menu options to new file
22 Days Ago
Unsaved changes to animator
22 Days Ago
Add master key to icon generator manifest Update master key icon
22 Days Ago
Update manifest
22 Days Ago
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
22 Days Ago
Fixes after converting ItemManager.Items static -> instance
22 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
22 Days Ago
merge from main -> masterkey
23 Days Ago
merge from editor_cfg_parallel_import -> main
23 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
23 Days Ago
merge from waterwell_stock_decrease -> main
23 Days Ago
Create tests to confirm waterwell stock is correct
23 Days Ago
Cleanup method that returns max stock
23 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
23 Days Ago
Codegen
23 Days Ago
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
24 Days Ago
merge from main -> waterwell_stock_decrease
24 Days Ago
Switch Newtonsoft test to use Unity's test framework
25 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
29 Days Ago
merge from fix_second_hotbar -> main
29 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
29 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
29 Days Ago
Fix keybinds showing under the second hotbar
29 Days Ago
merge from fix_highwall_decay_delay -> main
29 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
31 Days Ago
merge from editor_hotbar_swap -> main
31 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
32 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
32 Days Ago
Shift up the second hotbar so it matches inventory placement
32 Days Ago
merge from main -> editor_hotbar_swap
32 Days Ago
merge from fix_instantiate_persistant_setactive -> main
32 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
33 Days Ago
Simplify code
33 Days Ago
Fix the second hotbar prefab not referencing the main inventory
33 Days Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
33 Days Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
33 Days Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
33 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