userJake_Richcancel

5,891 Commits over 1,584 Days - 0.15cph!

2 Months Ago
Cleanup redundant UIBeltSecondRowPreview.cs
2 Months Ago
Fix hideInvalidIcons not set in the second hotbar so it wasn't going away when convar was disabled
2 Months Ago
Shift up the second hotbar so it matches inventory placement
2 Months Ago
merge from main -> editor_hotbar_swap
2 Months Ago
merge from fix_instantiate_persistant_setactive -> main
2 Months 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
2 Months Ago
Simplify code
2 Months Ago
Fix the second hotbar prefab not referencing the main inventory
2 Months Ago
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
2 Months Ago
Make the second hotbar a prefab instead of cloning the normal hotbar
2 Months Ago
Update the GameUI.Inventory.prefab prefab manually with only the fields we want to change (instead of the whole prefab reserializing)
2 Months 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
2 Months Ago
merge from main -> editor_hotbar_swap
2 Months 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
2 Months 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
2 Months Ago
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2 Months 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"
2 Months Ago
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2 Months Ago
merge from editor_fix_cpu_affinity -> main
2 Months Ago
Fix cpu_affinity not working in the editor - manually grab it from the command line if provided and run it
2 Months Ago
Show a preview of the items in the main inventory of a loadout when hovering over it
2 Months 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)
2 Months Ago
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2 Months Ago
merge from codegen_timings -> main
2 Months Ago
Include the time taken for SyncVar weaving in the "SyncVar weaving Sucess" log message that already exists
2 Months Ago
Add Profiler.BeginSample() for code generator
2 Months Ago
merge from high_wall_upkeep -> main
2 Months 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
2 Months 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)
2 Months Ago
Add ability to manually run decay ticks and bypass the "once per 10m limit"
2 Months 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)
2 Months 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)
2 Months Ago
Fix sqrDistance still being calculated for high walls despite not being used