userJake_Richcancel

5,852 Commits over 1,584 Days - 0.15cph!

56 Days Ago
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56 Days Ago
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56 Days Ago
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56 Days Ago
merge from fix_second_hotbar -> main
56 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
56 Days Ago
Fix swaphotbar only working if ran from a bind, switch it to only running if the second hotbar is enabled / rendered
56 Days Ago
Fix keybinds showing under the second hotbar
56 Days Ago
merge from fix_highwall_decay_delay -> main
56 Days Ago
Fix high walls having a 5hr delay decay: should start decaying right away now that it uses upkeep
57 Days Ago
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57 Days Ago
merge from editor_hotbar_swap -> main
57 Days Ago
Cleanup redundant UIBeltSecondRowPreview.cs
58 Days Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
59 Days Ago
Shift up the second hotbar so it matches inventory placement
59 Days Ago
merge from main -> editor_hotbar_swap
59 Days Ago
merge from fix_instantiate_persistant_setactive -> main
59 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
59 Days Ago
Simplify code
59 Days Ago
Fix the second hotbar prefab not referencing the main inventory
59 Days Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
59 Days Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
59 Days Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
59 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
59 Days Ago
merge from main -> editor_hotbar_swap
59 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
60 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
60 Days Ago
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60 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"
60 Days Ago
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60 Days Ago
merge from editor_fix_cpu_affinity -> main
60 Days Ago
Fix cpu_affinity not working in the editor - manually grab it from the command line if provided and run it
60 Days Ago
Show a preview of the items in the main inventory of a loadout when hovering over it
60 Days Ago
merge from fix_serverport_editor -> main
2 Months 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
2 Months Ago
merge from fix_itemmanager_domain_reload -> main
2 Months Ago
Fix ItemManager not resetting it's newer static fields - caused NRE when entering certain scenes with SkipDomainReload enabled
2 Months Ago
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2 Months Ago
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2 Months Ago
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2 Months Ago
Fix NRE in FinishLoadingRoutine
2 Months Ago
Remove debug logging "Debug.Log("Hit client yield");"
2 Months Ago
merge from fix_elevator_button_restart -> main
2 Months 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
2 Months Ago
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2 Months Ago
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2 Months Ago
merge from fix_bag_nickname -> main
2 Months Ago
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2 Months Ago
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2 Months Ago
Change from Property -> Method so it's more clear it's doing work
2 Months 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)