4,032 Commits over 1,127 Days - 0.15cph!
Fix old & new horses not working with `ItemManager.GetAllItems()` / enforce_era_restrictions command
merge from primitive -> primitive_gm
merge from primitive -> aux2
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
merge from primitive -> aux2
Ensure errors are thrown inside DoPrepare() instead of being skipped over
- only applies when `-throw_manifest_error` is set
Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
Add support for initial stock of a vending machine to be <10
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs)
- wood
- stone
- metal frags
- hqm
- sewing kits
- gears
- large backpack (max 2)
- salvaged axe (max 5)
- salvage pickaxe (max 5)
Add support for alternative vending machine trades per era
merge from primitive -> aux2
Ensure AssetDatabase.SaveAssets() is called after manifest is generated
- seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
merge from primitive -> aux2
merge from primitive_gm -> primitive
Fix tech tree buttons returning the wrong tier of tech tree
Refactor into `TechTreeData.IsAllowedInEra( era )` to keep logic clear
When running "Populate T0" in tech tree editor tool, ensure that only items that are allowed in the era populate the tech tree
Ensure techtree filters out items that are not allowed in the era
- items don't move into the correct location yet but at least you only see items you can craft in the current era
Optimize opening tech tree to make it 4x faster
- 500ms -> 130ms lag spike
- 55MB allocation -> 13MB allocation
- initially thought it was above changes causing it but was long standing issue
Add menu item for "Update Game Manifest (optimized)" to allow you to use the faster generate manifest optimization in the editor (instead of only on the build server)
merge from primitive -> primitive_gm
merge from primitive_gm -> primitive
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now)
- 1 icepick + 3 med syringe instead
Change reward of "free crates" diving mission in primitive era
- used to be pump shotgun, but that's restricted now
- instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
Add support for missions to return different rewards in each era
merge from main -> primitive_gm
merge from primitive -> primitive_gm
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population
Add `delete_all_populations` to delete all entities inside every spawn population
merge from primitive -> aux2
merge from primitive_gm -> primitive
Fix NRE on server startup by removing the balancing of spawn population weights
- trust that the convars will be set early enough in startup
- worst case the weights will even themselves out as players consume resources
merge from primitive -> primitive_gm
merge from primitive -> aux2
merge from primitive -> aux2
merge from optimize_prepare_prefabs -> primitive
merge from primitive_gm -> primitive
Fix horse comfort not working with new ridable horses
Fix items showing red (restricted) in F1 menu if they were blocked for crafting/vending but allowed in loot
merge from optimize_prepare_prefabs -> aux2
merge from primitive -> aux2
Make the optimization for prepare prefabs a command line option as well so it can be toggled if it has issues (`-batch_manifest_imports`)
Add opt-in command line option `throw_manifest_error` to throw an error on manifest exception instead of continuing and using the manifest in the repo
- will switch to opt-out once the manifest errors are fixed
Rename StopTransaction() -> EndTransaction()
Reimplement PreparePrefabs build optimization
- wrap game manifest in StartAssetEditing() so it doesn't import prefabs between each step of the manifest
- cache the labels applied while StartAssetEditing() is called so that it correctly applies multiple tags
Delete menu button that tested callback of amplify import lag spike
Remove debug spam from previous amplify import fix
merge from primitive -> primitive_gm
Apply gamemode convars on server startup instead of when the entity is spawned
- ensures convars are applied when the rest of server config is loaded