3,943 Commits over 1,035 Days - 0.16cph!
merge from softcore_update -> aux2
merge from upkeep_changes -> softcore_update
Set `use_door_upkeep_brackets = true` in softcore gamemode
Add extra phrase to show both building block and door upkeep brackets in the TC loot panel
Add support for doors to have their own upkeep brackets and calculate upkeep seperately in softcore mode
- store List<Doors> per building
- calculate different upkeep brackets for doors vs building blocks
- show both "10 blocks at 10%, 5 doors at 20%" in TC tooltip if doors are on the base
Placeholder values for door upkeep brackets
merge from softcore_update -> aux2
merge from respawn_changes -> softcore_update
Only merge backpack partial stacks if something is taken from the backpack for the reclaim system
Make backpack dropped on death if not reclaimed instead of staying on the corpse
- backpack still stays on player if you are wounded in softcore (to enforce reclaim of backpack contents)
Move drop backpack to `WoundedStartSharedCode()`
Fix drop backpack for wounding not being called when the player is set to crawling
Make sure "drop backpack on death" is only called when they die and not when they are wounded
- no change to behavior, fixes convars for "drop backpack on death vs wound"
Handle all default items, not just rocks and torches
Ensure rocks, torches and other starting items are never reclaimed
Don't reclaim loot when respawning if the player is F1 killing
- ignore situations where you are F1 killing after being wounded
Fix 100% of clothing being reclaimed on death instead of 0% of clothing
merge from softcore_update -> respawn_changes
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update
Set spawned lock on corpse to the "Lock" slot
- fixes lock not respawning after deployable is broken and repaired 2x
- fixes codelock not preventing looting of box after corpse is repaired
Rename entity -> lockEntity
merge from softcore_update -> tc_changes
Fix sleeping bag corpses spawning their own corpse so they could never truely be destroyed
Create sleeping bag corpse as a variant of the normal sleeping bag prefab
- keeps all respawn prefab setup identical
Fix corpse not being spawned from `ent kill` after refactor
Reassign all the corpse references since the field name was changed
Refactor / rewrite so that corpses are dropped from `BaseCombatEntity` instead of `StorageEntity`
- rename methods like `DropCorpse()` -> `DropDeployableCorpse()`
- keep it seperate from normal animal & player corpse code
Add support for sleeping bags corpses to be destroyed after a player spawns on them
merge from tc_changes -> softcore_update
Save the codelock & keylock on deployable corpses
- respawn codelock / keylock when the deployable is repaired
Update TC corpse prefab with simulated gibs
- still needs some love but looks better
merge from softcore_update -> tc_changes
merge from softcore_update -> aux2
Fix `RemoveFractionOfContainer()` method getting removed in the merge
merge from respawn_changes -> softcore_update
merge from softcore_update -> respawn_changes
merge from softcore_update -> respawn_changes (before the merge from main)
Change DroppedItemContainer to use the same `RemoveFractionOfContainer()` method that softcore uses
- expose static function for moving multiple containers into a single inventory inside DroppedItemContainer
- also change ContainerCorpse to point to the same static function that the DroppedItemContainer uses
- remove default destroyPercent of 0, force it to be supplied to the method
Refactor ContainerCorpse to use `RemoveFractionOfContainer()` so all "remove fraction of items from inventory" methods share the same logic
Add ability for `RemoveFractionOfContainer()` to take out different percentage than 50%
Fix it not looping backwards since it's iterating while removing items
Fix single stack items not being removed from source container
Refactor so `RemoveFractionOfContainer()` method is moved from softcore gamemode -> ItemContainer
merge from respawn_changes -> softcore_update
Fixed CLIENT compile error
Try to merge all partial stacks of items inside the main inventory of the corpse before trying to move backpack items into it
- reduces times we spawning backpack contents sack on the ground
Fix reclaim backpack contents going into main inventory when respawning instead of backpack
Fixed missing pooling for List<Item> (missed from stash)
Fix pooling missed for Dictionary<ItemDefinition,float>
Refactor to `ItemContainer.MoveAllItems()` so any time we are trying to move all items from container -> container we don't skip items or throw errors for looping while items are removed