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5,821 Commits over 1,584 Days - 0.15cph!

42 Days Ago
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42 Days Ago
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42 Days Ago
42 Days Ago
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42 Days Ago
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42 Days Ago
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42 Days Ago
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42 Days Ago
Switch Newtonsoft test to use Unity's test framework
42 Days Ago
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42 Days Ago
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42 Days Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
42 Days Ago
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46 Days Ago
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46 Days Ago
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47 Days Ago
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47 Days Ago
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47 Days Ago
merge from fix_second_hotbar -> main
47 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
47 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
47 Days Ago
Fix keybinds showing under the second hotbar
47 Days Ago
merge from fix_highwall_decay_delay -> main
47 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
48 Days Ago
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48 Days Ago
merge from editor_hotbar_swap -> main
48 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
49 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
50 Days Ago
Shift up the second hotbar so it matches inventory placement
50 Days Ago
merge from main -> editor_hotbar_swap
50 Days Ago
merge from fix_instantiate_persistant_setactive -> main
50 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
50 Days Ago
Simplify code
50 Days Ago
Fix the second hotbar prefab not referencing the main inventory
50 Days Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
50 Days Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
50 Days Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
50 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
50 Days Ago
merge from main -> editor_hotbar_swap
50 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
51 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
51 Days Ago
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51 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"
51 Days Ago
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51 Days Ago
merge from editor_fix_cpu_affinity -> main
51 Days Ago
Fix cpu_affinity not working in the editor - manually grab it from the command line if provided and run it