Demo Hotfixes
Replaced Unity TAA with PlayDead TAA Custom keyboard layout test scene Adjusted Aetheric Drive VFX to be more subtle Reworked stardust VFX to reduce flickering artifacts Added Action Bar & weapon groups saving/loading Implemented security levels and faction safe zone visualization Improved station placement (now include defensive turrets)
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128 changed files with 12821 additions and 561 deletions
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@ -22,11 +22,11 @@ public class WeaponGroupAssignment : MonoBehaviour
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{
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var weapon = item.GetBehavior<Weapon>();
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if (weapon == null) throw new ArgumentException($"Attempted to inspect weapon groups on item \"{item.Data.Name}\" but no weapon is present!");
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var groupCount = ActionGameManager.Instance.Settings.GameplaySettings.TriggerGroupCount;
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var groupCount = ActionGameManager.Instance.Settings.GameplaySettings.WeaponGroupCount;
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for (int i = 0; i < groupCount; i++)
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{
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var i1 = i;
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bool groupContainsItem() => item.Entity.TriggerGroups[i1].items.Contains(item);
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bool groupContainsItem() => item.Entity.WeaponGroups[i1].items.Contains(item);
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var group = Instantiate(GroupPrefab, Container);
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Groups.Add(group);
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group.Label.text = $"G{i+1}";
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@ -35,14 +35,14 @@ public class WeaponGroupAssignment : MonoBehaviour
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{
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if (groupContainsItem())
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{
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item.Entity.TriggerGroups[i1].items.Remove(item);
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item.Entity.TriggerGroups[i1].weapons.Remove(weapon);
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item.Entity.WeaponGroups[i1].items.Remove(item);
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item.Entity.WeaponGroups[i1].weapons.Remove(weapon);
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group.Label.color = InactiveColor;
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}
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else
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{
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item.Entity.TriggerGroups[i1].items.Add(item);
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item.Entity.TriggerGroups[i1].weapons.Add(weapon);
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item.Entity.WeaponGroups[i1].items.Add(item);
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item.Entity.WeaponGroups[i1].weapons.Add(weapon);
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group.Label.color = ActiveColor;
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}
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});
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