3,958 Commits over 1,066 Days - 0.15cph!
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
Try to move items onto the corpse's inventory first before spawning the dropped bag with the backpack's contents
Add convars to keep backpack when wounded / dying
- keep backpack equipped when dying in softcore so it works as expected with reclaim
Fix "ReclaimPercent" doing the opposite of what you think where 0% = keep and 100% = none
- change the convar for reclaimWear percent to reflect this
If the backpack is going to be kept on the player to be reclaimed, drop the contents of the backpack on the ground that aren't going to be kept
Fix backpack not fitting into the reclaim inventory due to volume restriction
Reclaim items automatically when you respawn instead of needing to run back to corpse
"Rewrite" reclaim manager so it only has a single reclaim per player
- timer refreshed every time you die but it should give out every item when you respawn anyways
- also remove storage of killer name since that was used for reclaim backpack naming
Remove reclaim backpack code & prefab since it's not used anymore
Reclaims still expire after 2 hours (convar)
Put items back into respective inventories (main, wear, hotbar, backpack)
- put backpack contents into main inventory if you don't respawn with a backpack due to reclaim
Add new inventories to protobuf & run codegen
Change `AddFractionOfContainer()` method to keep 50% of the amount of items instead of 50% of stacks
- 1000 stone + 1000 wood -> 500 stone + 500 wood instead of only choosing one of the stacks
- use RNG to determine initial rounding of stackable items then use remainder to consistantly determine the rest of the rounding behavior
Remove reclaim toast prompted when you respawn
Remove reclaim terminal from outpost and bandit camp
- S2P both monuments
merge from cinematic_export_pipes -> main
Add editor tool to export selected industrial pipes as a prefab
merge from copy_paste_clientside_fixes -> main
Fix copybuilding saying it required 1 argument instead of using the clipboard
merge from main -> copy_paste_clientside_fixes
merge from softcore_update -> aux2
merge from tc_changes -> softcore_update
merge from fix_premium_modal_typo -> main
Fix typo in the premium modal
merge from fix_item_ownership_halloween -> main
Fix halloween lootbags not giving out item ownership (due to no phrases being set)
merge from fix_premium_lock_favorite -> main
Remove button component from premium locked icon
- fixes server being favorited when clicking the lock
merge from fix_show_premium_label -> main
Rename `Premium` server browser to `Show Premium` to make it clearer what it does
merge from fix_item_ownership_filtering -> main
merge from copy_paste_clientside_fixes -> main
merge from fix_typecache_generic_name -> main
merge from persist_teas -> softcore_update