userJake_Richcancel

5,971 Commits over 1,614 Days - 0.15cph!

2 Months Ago
merge from masterkey -> main
2 Months Ago
Change back to needing to look at the lock with the center of your screen instead of the key model itself as it's too confusing
2 Months Ago
Move "loading saves" from GameSetup -> EditorPref - fixes having to re-save the scene or juggle the file in PlasticSCM every time someone else has saves enabled/disabled or has set a custom save file to load - stores in EditorPrefs per-scene - follows existing behavior: defaults to false unless enabled in the scene - adds toolbar button similar to the "Skip Domain Reload" button
2 Months Ago
Fix alt looking while breaking in sometimes cancelling the break-in progress bar
2 Months Ago
Allow player to alt look around while unlocking the door
2 Months Ago
Another fix for keys being held up to unoccupied doors Fix changed serialized field name losing reference in master key prefab
2 Months Ago
Switch from signal triggering 3p key animation to flag based approach
2 Months Ago
merge from fix_json_registration -> main
2 Months Ago
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2 Months Ago
merge from masterkey -> main
2 Months Ago
Update phrases
2 Months Ago
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
2 Months Ago
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
2 Months Ago
Fix break in menu option showing (and holding key up to door) while a break-in was active
2 Months Ago
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
2 Months Ago
Don't hold key up to door when looking at unoccupied apartments
2 Months Ago
Update animation controller
2 Months 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
2 Months Ago
merge from main -> masterkey
2 Months Ago
Add a comment to fire off a build as phrases ended up not needing to be rebuild after the merge
2 Months Ago
merge from masterkey -> main
2 Months Ago
merge from playermaintainedmonuments -> masterkey
2 Months Ago
Update phrases
2 Months Ago
Update manifest
2 Months 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
2 Months Ago
2 Months Ago
Add icons for up and down
2 Months Ago
Add keylock position to door prefabs
2 Months Ago
Move apartment door menu options to new file
2 Months Ago
Unsaved changes to animator
2 Months Ago
Add master key to icon generator manifest Update master key icon
2 Months Ago
Update manifest
2 Months Ago
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
2 Months Ago
Fixes after converting ItemManager.Items static -> instance
2 Months 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
2 Months Ago
merge from main -> masterkey
2 Months Ago
merge from editor_cfg_parallel_import -> main
2 Months Ago
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2 Months 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
2 Months Ago
merge from waterwell_stock_decrease -> main
2 Months Ago
Create tests to confirm waterwell stock is correct
2 Months Ago
Cleanup method that returns max stock
2 Months 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
2 Months Ago
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2 Months Ago
Codegen
2 Months Ago
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
2 Months Ago
merge from main -> waterwell_stock_decrease
2 Months Ago
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2 Months Ago
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2 Months Ago
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