branchrust_reboot/main/primitive_gmcancel

138 Commits over 92 Days - 0.06cph!

Yesterday
Fix tech tree not allowing to unlock if there were restricted items inbetween
Yesterday
merge from primitive -> primitive_gm
Yesterday
Fixed T3 workbench missing the primitive version of the T2 tech tree
Yesterday
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
Yesterday
Add primitive server browser tag Fix existing gamemode tags not appearing to work
Yesterday
S2P ferry terminal
Yesterday
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
Yesterday
merge from primitive -> primitive_gm
2 Days Ago
Fix compile error
2 Days Ago
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
2 Days Ago
Fix server not sending world config to client because it didn't serialize it to the `JsonString` field
2 Days Ago
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
2 Days Ago
merge from primitive -> primitive_gm
2 Days Ago
Fix old & new horses not working with `ItemManager.GetAllItems()` / enforce_era_restrictions command
2 Days Ago
merge from primitive -> primitive_gm
3 Days Ago
ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
3 Days Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
4 Days Ago
Set initial stock of icepick, salvage axe & large backpack to the same value as their refill amounts
4 Days Ago
Add support for initial stock of a vending machine to be <10
4 Days Ago
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)
4 Days Ago
Add support for alternative vending machine trades per era
4 Days Ago
Fix tech tree buttons returning the wrong tier of tech tree
4 Days Ago
Refactor into `TechTreeData.IsAllowedInEra( era )` to keep logic clear
4 Days Ago
When running "Populate T0" in tech tree editor tool, ensure that only items that are allowed in the era populate the tech tree
4 Days Ago
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
4 Days Ago
merge from primitive -> primitive_gm
4 Days Ago
Don't show train tunnel markers inside monuments on the map when underground tunnels is disabled (since they are blocked off with debris)
4 Days Ago
Change reward of shark hunt mission (since it gives out jackhammer but those are loot only now) - 1 icepick + 3 med syringe instead
4 Days Ago
Change reward of "free crates" diving mission in primitive era - used to be pump shotgun, but that's restricted now - instead give 1 combat knife, 1 small backpack, 1 compound bow + 32 arrows
4 Days Ago
Add support for missions to return different rewards in each era
5 Days Ago
merge from main -> primitive_gm
5 Days Ago
merge from primitive -> primitive_gm
5 Days Ago
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population Add `delete_all_populations` to delete all entities inside every spawn population
5 Days Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
5 Days Ago
merge from primitive -> primitive_gm
5 Days Ago
Fix horse comfort not working with new ridable horses
5 Days Ago
Codegen
5 Days Ago
Fix items showing red (restricted) in F1 menu if they were blocked for crafting/vending but allowed in loot
5 Days Ago
merge from primitive -> primitive_gm
5 Days Ago
Apply gamemode convars on server startup instead of when the entity is spawned - ensures convars are applied when the rest of server config is loaded
6 Days Ago
Spent a bunch of time trying to ensure that the spawn handler would rebalance the nodes when the server's era is changed and there should be lower % of sulfur nodes
6 Days Ago
Allow spawn.report command to pass true/false for detailed (to print off number of each prefab it spawns) and also pass a string filter (so you can return only ore populations)
6 Days Ago
Fix high tier loot spawning in loot containers as the server starts up - refresh all loot on the server when the era is changed
6 Days Ago
Spawn 50% of the sulfur nodes in primitive era
6 Days Ago
Add support for float weights for spawn populations Add support to give prefabs different weights based on the era of the server
9 Days Ago
Add `enforce_era_restrictions` command to delete all restricted items that sneak past the existing restrictions
10 Days Ago
Add `simulate_loot` command to test what loot will come out of a loot container - picks the closest loot container - default runs 100 times, can increase to 10k times
10 Days Ago
Ensure on the server that items can't be crafted in the wrong era
10 Days Ago
Make pistol ammo loot only as well
10 Days Ago
merge from main -> primitive_gm