4,540 Commits over 1,280 Days - 0.15cph!
Remove round shield from advent calendar
merge from primitive -> primitive_gm
Convert other commands from serverside -> clientside
- renamepaste
- deletepaste
Add `listpastes` to print list of all pastes in client folder
Switch directory to a constant
Remove old code that was keeping a serverside copy of the clipboard (that was shared between all admins)
Keep "undo" system to delete previous pastes
Add RPC to download paste from server
- locked to admins & devs to prevent servers arbitrary sending pastes to random clients
Copy & Paste should now store pastes competely clientside
Change paste command so it uses uploads paste from the client instead of storing on server
merge from primitive_gm -> primitive
Swap out all the advent calendar days that only gave out restricted items with different primitive themed items
Add support for advent calendar to give out alternative items in different eras
merge from primitive -> primitive_gm
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
merge from primitive_gm -> primitive
Fix tech tree not allowing to unlock if there were restricted items inbetween
merge from primitive -> primitive_gm
Fixed T3 workbench missing the primitive version of the T2 tech tree
merge from primitive_gm -> primitive
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
Add primitive server browser tag
Fix existing gamemode tags not appearing to work
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
merge from primitive -> primitive_gm
Fix T2 tech tree appearing twice
merge from primitive_gm -> primitive
Move `scientist_spawners_enabled` convar so it blocks spawns from PuzzleReset as well as normal timed spawns
- was causing scientists to keep spawning in monuments
Fix server not sending world config to client because it didn't serialize it to the `JsonString` field
Fix client era not being reset to "none" when switching from primitive server -> normal server
- era was being sent to client as "unknown" but the client convar wouldn't consider "unknown" as a valid string to change era
merge from primitive -> primitive_gm
Fix compile error from BaseRagdoll
Fix old & new horses not working with `ItemManager.GetAllItems()` / enforce_era_restrictions command
merge from primitive -> primitive_gm
Yet another try catch that needs to throw it's exception instead of logging during GenerateManifest
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
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_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)