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Core - Fix load/save of deleted entities such as bushes and trees (#153)
* Fix ACE_HexTools.HexStrToInt to support any length hex strings
EntityIDs are constructed from Low and high 32-bit IDs, the original code here didn't account for entities that have a high ID of zero, and values that were less then 8 characters long.
This new implementation removes the float math and uses bitwise operations to correctly convert to the expected array format in the correct byte order with no length limitations for the input.
* Update ACE_EntityIdHelper to support low IDs entity IDs
Map entities such as trees and bushes do not have a high ID. This results in the game engine returning `0x0x` prefixes when ToString is called.
ToInt and FromString have also been updated to use a high ID of 0 when the array only contains a single element.
* Added myself to AUTHORS
* Gracefully handle invalid/nil EntityID values
* Put nibbles directly at the correct position
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Co-authored-by: Kex <kexanone@gmail.com>
Chopping - Revise deletion of plants (#134)
* Move deletion of loadtime entities to a game mode component and use entity IDs instead of positions
* Replicate deleted entity IDs as ints
* Use wrapper instead of ints for EntityID
Medical - Revise visibility of bandage user action (#59)
* Hard override bandage user action
- Move checks from CanbeShownScript to CanBePerformedScript
- Use array of bleeding hit zones for checks
* Remove blank line