4,123 Commits over 1,219 Days - 0.14cph!
Set item ownership of photographs taken by the camera
Set item ownership of cassette tape to the player who made the recording
Add ownership for gifts that are wrapped
Add item ownership when an item is upgraded into another item
- christmas presents
- easter eggs
- super stocking
- halloween candy
Set item ownership when item is researched inside research table
Add item ownership for items produced by recycling other items
- uses the last player who opened the recycler
Refactor WildlifeTrap to use the existing `LastLootedByPlayer` field instead of storing new reference
Add `StorageContainer.LastLootedByPlayer` alongside the ulong `LastLootedBy` field
Set item ownership of items caught inside a fish trap
Add item ownership when fishing items with a fishing rod
Fix osx IL2CPP compile error
- switch asset using statement from NUnit -> UnityEngine.Assertions
Merge from main -> item_ownership
Added ownership to items made by the industrial crafter
- use the player that placed the industrial crafter
- phrase "Industrial Crafted by {0}"
Add item ownership for items made in mixing table
Add "Harvested From Animal by {0}" phrase to animal corpses
Add ownership when gathering items from animal corpses
- implemented through custom ownership phrase for certain ResourceDispensers
- fallback generic "Gathered by PLAYER" phrase
Add item ownership when item is dug up with metal detector
Add ownership to item when it's purchased from an NPC vending machine
Fix item ownership not being transferred when an item is reskinned to a redirect in the repair bench
Rename ItemOwnership.cs -> ItemOwnershipPhrases.cs
Store ownership of item inside the entity when the deployable is placed
Reapply ownership to the item when the deployable is picked back up
Add method to take 1 share of item ownership (incase we do stackable item ownership in future)
Save deployable item ownership so it can persist across saves (incase workbench is picked up days after it's placed)
Refactor ItemOwnershipShare to have `.IsValid()` method (since it's a struct)
Add ItemOwnership to the protobuf of an entity
- allows us to save the ownership that the item of a deployable originally had
Add ownership phrase to easter egg items
Add ownership phrase to christmas presents
Add code support for ownership to ItemModUnwrap (christmas presents & easter eggs)
- also adds support for items spawned from a loot table to be created with ownership
Fix Christmas Presents & Easter Eggs not giving items
- Unity bug from primitive where it was serializing `allowedItems` cached array as an empty array instead of null even though it was private
Add ownership when item is taken from advent calendar
Ensure phrase gets translated when shown as a tooltip
Change all the hardcoded english strings to phrases
Fish & skull ownership item prefab changes
Add ownership when gutting item from fish / crushing skulls
Re-run protobuf generation
merge from main -> item_ownership
merge from fix_junkpile_despawn_delay -> main
merge from fix_optional_protobuf_effect -> main
Fix explosion effects being spawned in center of the map
- ensure all fields of Effect that used to be reset by protobuf deserialization are reset when Clear() is called
Rename all classes to get rid of "Custom" prefix
Fix #CLIENT compile errors and refactor some methods
Add all new classes into `Rust.Modding` namespace
Rename ItemManager.IndexBlueprints() -> ItemManager.UpdateIndex()
Fix line not getting commited