13,760 Commits over 2,953 Days - 0.19cph!
Fully destroy the fog grid when disconnecting/reconnecting
Fix State protocol not being updated
Move player fog of war image crc's to player state so that it persists if a player is deleted from the server
WIP overhauling how we save fog of war, moved protocl/seed/saveCreatedTime out of the missions message into the parent PlayerState
Merge from hardcore_refresh
Remove outpost respawn point mission provider from hardcore (he had no missions to provide anyway)
Fixed floating lights in bandit town when marketplace is deleted due to a game mode
Horses for sale are now immortal (not an issue in vanilla due to safe zones)
Halved all ammo drops from killing NPC's (see server.npcAmmoLootMultiplier, set to 0.5 for hardcore)
Fix tech tree lines being able to render on top of the tech tree nodes if the order of the tech tree nodes has been modified
Layout change on T2 hardcore for buckshot/shield
Removed respawnTimeAddition convar
Added respawnTimeAdditionBag and respawnTimeAdditionBed convars, controls respawn rates per respawn type (campers are counted as beds)
Adjusted respawn time to 15m for bags and 10m for beds in hardcore
Reduce ammunition crafting cost multiplier to 5x (was 10x)
Don't show the player icon on the map
Don't show underground layers on the map
Tech tree window correctly reinitalises after a code change
Fixed the tech tree toolbar moving down every time we enter/exit play mode
Remove nextID field from TechTreeData, just evaluate when needed (it's editor only anyway)
Merge from tech_editor_improvements (Hardcore specific tech trees + layout fixes for all other tech trees)
S2P bandit, outpost and large oil rig for hardcore tech trees
Added new T0, T2 and T3 hardcore tech trees, identical to vanilla but without guns
Added ability for a game mode to gate access to a tech tree
T2 primitive and T3 vanilla
Update T2 and T1 Primitive
Baseline for tech tree editor tool improvements
No longer needs to be opened/reopened when going in and out of play mode
Implements a snapping system to easily lay out items, grid is slightly skewed in-game for better visual flow
Applied new layout on IO and T1 tree
Add -> TryAdd in BuriedItems
Merge from mission_tutorial_reset_fix
Selectively reset mission state when starting a tutorial, prevents mission complete status of non-tutorial missions getting stomped
Merge from hardcore_refresh
Another loot spawn change to try and resolve these game mode issues
Merge from cinematicEntity_fix
Fix cinematic entity DemoHideObjects convars not working after closing and reopening a demo
Merge from hardcore_refresh
Reapply
125897, adjust logic to only run if there is already loot spawned, should fix no loot in vanilla
Added an editor tool to simulate loot spawns on each loot spawn scriptable object, can configure how many slots and how many iterations to run
Don't show the little arrow on the player indicator on the map in hardcore
Merge from hardcore_refresh
Subtract
125897, want to rule it out of causing the empty loot spawns issue
Testing out drawing on the in-game map, only has basic functionality right now
Merge from hardcore_refresh
If a player has set their bagassignmode to always allowed, always preserve the final slot so that a players bag allotment can't be filled by another player
This isn't really an issue in vanilla since we can just clear bags on the map, but if the bags in hardcore are in a location that hasn't been cleared they wouldn't be able to place new bags without dying
Don't lock vehicles for a period after purchasing if safe zones are disabled by a game mode