Fix disassembly result panel showing the ring icon again instead of the fragment icon. Release Build 12314.
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@ -46,6 +46,7 @@ All rights reserved.
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#include "SoundEffect.h"
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INCLUDE_game
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INCLUDE_GFX
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void Menu::InitializeArtificerDisassembleWindow(){
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Menu*artificerDisassembleWindow=CreateMenu(ARTIFICER_DISASSEMBLE,CENTERED,game->GetScreenSize()-vi2d{52,52});
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@ -109,7 +110,7 @@ void Menu::InitializeArtificerDisassembleWindow(){
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EnableDisassemblyDisplay();
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RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem().lock());
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Component<MenuIconButton>(data.menu.type,"Disassembly Result")->SetIcon(item.GetItem().lock()->Icon().Decal());
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Component<MenuIconButton>(data.menu.type,"Disassembly Result")->SetIcon(GFX[item.GetItem().lock()->FragmentIcon().value_or("pixel.png")].Decal());
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Component<MenuLabel>(data.menu.type,"Disassembly Result Title")->SetLabel(item.GetItem().lock()->FragmentName());
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Component<MenuLabel>(data.menu.type,"Fragment Total Count")->SetLabel(std::format("Currently Owned: {}",Inventory::GetItemCount(item.GetItem().lock()->FragmentName())));
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return true;
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@ -119,7 +120,7 @@ void Menu::InitializeArtificerDisassembleWindow(){
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if(childComponent){
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RowItemDisplay&item{childComponent.value().get()};
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem().lock());
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Component<MenuIconButton>(data.menu.type,"Disassembly Result")->SetIcon(item.GetItem().lock()->Icon().Decal());
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Component<MenuIconButton>(data.menu.type,"Disassembly Result")->SetIcon(GFX[item.GetItem().lock()->FragmentIcon().value_or("pixel.png")].Decal());
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Component<MenuLabel>(data.menu.type,"Disassembly Result Title")->SetLabel(item.GetItem().lock()->FragmentName());
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Component<MenuLabel>(data.menu.type,"Fragment Total Count")->SetLabel(std::format("Currently Owned: {}",Inventory::GetItemCount(item.GetItem().lock()->FragmentName())));
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EnableDisassemblyDisplay();
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@ -12,7 +12,11 @@ You get placed in an arena that changes every 5 waves visually and spawns random
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Instead of the area buffs i switched to giving highest exp and locking extra lore behind first time wave completions.
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For Demo Branch:
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Cherry pick b715dd994d4921e9be1811ceb7eb84120a5e6455 from MiscFixes
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Cherry pick f398adcde6bb5f8c3c0581f13f18e73d4417a46c from ConnectionPointFixes
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Fragment rock for disassembly
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DEMO
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====
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 12313
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#define VERSION_BUILD 12314
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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