userJarryd Campicancel
branchrust_reboot/main/attachment_charmscancel

27 Commits over 59 Days - 0.02cph!

5 Days Ago
Added a button to clear the current attachment
6 Days Ago
Added an Attachment label, use this to populate the Icon Renderer
6 Days Ago
Fix missing attachment slot on manager Add ownership check to Picker
6 Days Ago
Update attachment visibility if player changes perspective
7 Days Ago
Don't show the world version of an attachment if we're in first person (it was floating in the air)
7 Days Ago
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
7 Days Ago
Merge from main
13 Days Ago
Make charms field private on viewmodel
13 Days Ago
Adjust grid on full screen dialog
13 Days Ago
Load fix Fix escape not closing attachment screen
13 Days Ago
Basic flow for swapping out attachments at any time via inventory screen
13 Days Ago
Unsaved 3p rotator changes
14 Days Ago
Added a super simple 3rd person rotation component for attachments
14 Days Ago
Cull the third person attachment at 10m
14 Days Ago
Convert remaining attachments to prefab variants
14 Days Ago
Spawn attachments in 3rd person Turn off burst cloth for now Start converting all attachments into a single prefab variant for easier management long term
18 Days Ago
Add a temp Change attachment button in the inventory
18 Days Ago
Add skin ownership check Mark all accessories as unlocked by instruments dlc for testing
18 Days Ago
FreeCraft editor option now makes the craft button in the UI always enabled Attachments are now stored with the item (like a skin) so they travel with the item
18 Days Ago
Merge from main
28 Days Ago
Move all charms to the 20k range temporarily to limit conflicts
28 Days Ago
Merge from main
2 Months Ago
Icon commit pt 2
2 Months Ago
Icon commit pt 1
2 Months Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
2 Months Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
2 Months Ago
Merge from main