4,023 Commits over 1,096 Days - 0.15cph!
Fix ItemModSwap after merge
merge from crafting_update -> item_ownership
merge from main -> item_ownership
Add item ownership to items horses poop
- uses breed's name as the username
- doesn't actually do anything because poop is stackable, planning for future if they poop different unstackable items
Transfer item ownership when explosives are picked up
- this doesn't apply yet because C4 & satchels are stackable but laying the code down ahead of time
Add ownership to ItemModRecycler (no prefabs use this but better to be safe)
Set item ownership to keycards that are picked up
Add item ownership when animal head is beheaded with a skinning knife
Set item ownership for resources that use RandomItemDispenser instead of ResourceDispenser
Add item ownership when collectible is picked off the ground
Add item ownership for items produced when car is shredded
Add item ownership to plants harvested
Fix item ownership not applying to finishing bonus
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