8,451 Commits over 2,131 Days - 0.17cph!
Scoreboard adding content and finally actually sizing everything correctly, automatically. With only... a little bit of hacks.
Pretty much finished item dropping
Scoreboard animation edits
Scoreboard UI actually fitting content properly
Added scoreboard show animation
Some early work on a scoreboard screen
Can now properly use and hold-use interactables
Gang icons show on the map, instead of the old pixel art ones. Also removed a whole lot of unused gang stuff - the create gang screen, the emblem editor, the multiple gang buildings and signs (they were all actually the same building/sign anyway). Gangs are now defined in ScriptableObjects with pre-defined icons etc. Less data needs to be serialized since none of it's custom per game.
Started doing a gang thing but probably going to do it a different way. Committing some half-finished stuff just in case I need it.
Testing a new method of item dropping.
Adding held interactions.
Fixes, and dropping a carryable now automatically selects whatever's in your current belt slot as well
AI edit, now looks properly for allies.
Fix error on quit in editor
A marker can now be placed in the building editor that determines where the gang safe goes. If there is no marker, the safe will try to find some space on the first floor as before.
Changed how IsBusy works with input.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
Update UI immediately on pickup/drop
Can't select other items anymore while holding a carryable
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
Remove an old time printout
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
Starting to look at refactoring interactables.
Had to change label colors to Color32
Couple of bug fixes from testing