5,859 Commits over 1,584 Days - 0.15cph!
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
Fix break in menu option showing (and holding key up to door) while a break-in was active
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Don't hold key up to door when looking at unoccupied apartments
Update animation controller
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
merge from main -> masterkey
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
merge from masterkey -> main
merge from playermaintainedmonuments -> masterkey
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
Add icons for up and down
Add keylock position to door prefabs
Move apartment door menu options to new file
Unsaved changes to animator
Add master key to icon generator manifest
Update master key icon
Animation code hooked up for master key
- uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
Fixes after converting ItemManager.Items static -> instance
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
merge from main -> masterkey
merge from editor_cfg_parallel_import -> main
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
merge from waterwell_stock_decrease -> main
Create tests to confirm waterwell stock is correct
Cleanup method that returns max stock
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
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Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
merge from main -> waterwell_stock_decrease
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Switch Newtonsoft test to use Unity's test framework
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Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0)
- tests pass