You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This commit was created on GitHub.com and signed with GitHub’s verified signature.
Fixed starting a craft with an unallocated optional material sometimes deleting it from the actor.
Fixed accepting a craft where the same owned item was allocated to two material slots deducting it only once.
Fixed a fixed material never being recognized as owned when its recipe reference had no resolvable identifier.
Added a warning icon in the Recipe Editor for a fixed material with no distinct identifier, since it won't reliably match an owned item during crafting.
Fixed the Recipe Editor's required material value not scaling with a recipe's target quantity, showing a lower threshold than the craft order actually requires.
Fixed the craft order occasionally computing a fractional-copper material threshold, leaving the Start button disabled despite the displayed amounts matching.
Fixed a bundled material's crafting value rounding to 0 in the Recipe Editor while the craft order still charged a fraction of a copper for it — both now divide before converting to copper, matching the shop's own pricing.
Fixed the item generator being able to roll unusable "Enspelled Weapon"/"Enspelled Armor" template items (already excluded "Enspelled Staff" - the plan is to implement a logic similar to that used in spell-scrolls here.).
Fixed a recipe's tool and skill proficiency requirements being combined with OR instead of AND.
Fixed a required fixed material showing only its allocated count instead of how many are still needed.
Fixed a material quantity stepper not clamping to its maximum, making the minus button appear frozen after over-clicking plus.
Fixed the Recipe Editor silently hiding a material whose referenced item could no longer be found, leaving no way to remove it.
Fixed the Recipe Editor showing no price for a material valued only by its rarity, unlike the craft order.
Fixed changing a recipe's target item via its UUID field not updating its bundle-size quantity.
Fixed a required fixed material only counting the first matching stack, undercounting how much a player actually owns across multiple stacks.