mirror of
https://github.com/bitburner-official/bitburner-src.git
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biuld 0.54.0
This commit is contained in:
parent
a3e624deba
commit
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dist/vendor.bundle.js
vendored
79
dist/vendor.bundle.js
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@ -3,6 +3,50 @@
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Changelog
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Changelog
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=========
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=========
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v0.54.0 - 2021-09-20 One big react node (hydroflame & community)
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-------------------------------------------
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** UI **
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* The UI is now completely(ish) in react and I'm starting to implement
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Material-UI everywhere. This will help make the game feel more consistent.
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* Major help from (@threehams)
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* New Terminal
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* New Active Scripts page
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* New sidebar.
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* New Character overview
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* New tutorial
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* New options page
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* New create program page (@Nolshine)
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** Netscript **
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* Add companyName to getPlayer
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** Factions **
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* Megacorp factions are no longer removed when installing.
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** Corporation **
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* All research tooltips are always visible.
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* Smart supply is enabled by default if purchased (@Nolshine)
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** Misc. **
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* Fix "Game saved" animation. (@Nolshine)
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* Update commitCrime documentation (@Tryneus)
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* Fix logbox scrolling weird (@Nolshine)
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* Fix weird scrolling in corporations (@BartKoppelmans)
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* Fix typo (@BartKoppelmans & @Nolshine)
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* Delete game now has a confirmation modal (@Nolshine)
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* Fix issue where skills would not get properly updated when entering new
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BN. (@Nolshine)
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* Convert create gang to popup (@vmesecher)
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* Fixed a bug that prevented travel to Sector-12 and New Tokyo when not using
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ASCII art.
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* nerf noodle bar
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v0.53.0 - 2021-09-09 Way too many things. (hydroflame & community)
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v0.53.0 - 2021-09-09 Way too many things. (hydroflame & community)
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-------------------------------------------
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-------------------------------------------
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@ -64,9 +64,9 @@ documentation_title = '{0} Documentation'.format(project)
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# built documents.
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# built documents.
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#
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#
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# The short X.Y version.
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# The short X.Y version.
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version = '0.53'
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version = '0.54'
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# The full version, including alpha/beta/rc tags.
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# The full version, including alpha/beta/rc tags.
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release = '0.53.0'
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release = '0.54.0'
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# The language for content autogenerated by Sphinx. Refer to documentation
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# The language for content autogenerated by Sphinx. Refer to documentation
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# for a list of supported languages.
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# for a list of supported languages.
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51
index.html
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index.html
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ga("send", "pageview");
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ga("send", "pageview");
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</script>
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</script>
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<link rel="shortcut icon" href="favicon.ico"><link href="dist/vendor.css" rel="stylesheet"><link href="dist/engineStyle.css" rel="stylesheet"></head>
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<link rel="shortcut icon" href="favicon.ico"><link href="dist/vendor.css" rel="stylesheet"><link href="main.css" rel="stylesheet"></head>
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<body>
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<body>
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<div id="entire-game-container" style="visibility: hidden">
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<div id="entire-game-container">
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<div id="mainmenu-container" style="display: flex; flex-direction: row">
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<div id="mainmenu-container" style="display: flex; flex-direction: row"></div>
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<!-- Main menu -->
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<div id="sidebar" style=""></div>
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<div id="generic-react-container"></div>
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</div>
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<div id="mission-container" class="generic-fullscreen-container"></div>
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<!-- Interactive Tutorial Text Screen -->
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<div id="interactive-tutorial-wrapper">
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<div id="interactive-tutorial-container">
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<p id="interactive-tutorial-text"></p>
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<button id="interactive-tutorial-exit">Exit Tutorial</button>
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<button id="interactive-tutorial-next">Next</button>
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<button id="interactive-tutorial-back">Back</button>
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</div>
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</div>
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<!-- Status text -->
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<!-- Status text -->
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<div id="status-text-container">
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<div id="status-text-container">
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</div>
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</div>
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</div>
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</div>
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<input type="file" id="import-game-file-selector" name="file"/>
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<!-- Loader (Loading screen) -->
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<div id="loader" class="loaderoverlay">
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<div class="loaderspinner"></div>
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<div class="loaderlabel">Loading Bitburner...</div>
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<div id="killAllMessageWrapper" class="killAllMessage killAllMessageWrapperHidden">
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<script>
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setTimeout(function () {
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var w = document.getElementById("killAllMessageWrapper");
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if (w == null) {
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return;
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}
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w.classList.remove("killAllMessageWrapperHidden");
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w.classList.add("killAllMessageWrapperShow");
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}, 2000);
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</script>
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<p>
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If the game fails to load, consider
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<a href="?noScripts">killing all scripts</a>
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</p>
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</div>
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</div>
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<div id="unclickable" style="display: none">Click on this to upgrade your Source-File -1!</div>
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<div id="unclickable" style="display: none">Click on this to upgrade your Source-File -1!</div>
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<script type="text/javascript" src="dist/vendor.bundle.js"></script><script type="text/javascript" src="dist/engine.bundle.js"></script><script type="text/javascript" src="dist/engineStyle.bundle.js"></script></body>
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<script type="text/javascript" src="dist/vendor.bundle.js"></script><script type="text/javascript" src="main.bundle.js"></script></body>
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<!-- Misc Scripts -->
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<script src="src/ThirdParty/raphael.min.js"></script>
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</html>
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</html>
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20
main.bundle.js
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main.bundle.js.map
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main.bundle.js.map
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main.css.map
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main.css.map
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@ -121,7 +121,7 @@ export const CONSTANTS: {
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TotalNumBitNodes: number;
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TotalNumBitNodes: number;
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LatestUpdate: string;
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LatestUpdate: string;
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} = {
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} = {
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Version: "0.53.0",
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Version: "0.54.0",
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// Speed (in ms) at which the main loop is updated
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// Speed (in ms) at which the main loop is updated
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_idleSpeed: 200,
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_idleSpeed: 200,
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TotalNumBitNodes: 24,
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TotalNumBitNodes: 24,
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LatestUpdate: `
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LatestUpdate: `
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v0.53.0 - 2021-09-09 Way too many things. (hydroflame & community)
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v0.54.0 - 2021-09-20 One big react node (hydroflame & community)
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-------------------------------------------
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-------------------------------------------
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** Dev? **
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** UI **
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* The entire codebase has been run through a code prettifier, hurray for consistency. (@threehams)
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* The UI is now completely(ish) in react and I'm starting to implement
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* Lots of test. (@threehams)
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Material-UI everywhere. This will help make the game feel more consistent.
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* Massive improvements to build speed. (@threehams)
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* Major help from (@threehams)
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* Dev notes: This won't affect any players but is immensely useful for me.
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* New Terminal
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* New Active Scripts page
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** Hacknet **
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* New sidebar.
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* New Character overview
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* Converted to ts/react
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* New tutorial
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* New options page
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** Resleeving **
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* New create program page (@Nolshine)
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* Converted to ts/react
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** Sleeves **
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* Converted to ts/react. The ui should also have a better feel.
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* Fixed a bug that allowed players to recover shock much faster than intended.
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** BN10 **
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* You have access to Sleeves right away
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* In BN10 Sleeves start with 75 shock and 25 sync.
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** MathJax **
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* Several tooltips have been updated to display the relevant formula in Mathjax, e.g. Favor and reputation
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** Corporation **
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* Completely rewritten in React. Paving the way for bigger change.
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* Smart Supply is now smarter and won't deadlock the warehouse. It is also more configurable.
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* Several UI fixes.
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** Bladeburner **
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* Action count is no longer decided when joining the Bladeburners. Experiences for all players should be more similar.
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** Factions **
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* No factions have home computer ram requirement. This caused some confusion for new players.
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** Gang **
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* Made it clear when there's a new equipment coming up.
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** Netscript **
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** Netscript **
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* getActionCountRemaining now returns Infinity for bladeburner general actions. (@brubsy)
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* Add companyName to getPlayer
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* getActionEstimatedSuccessChance now returns 100% for Diplomacy and Hyperbolic Regeneration Chamber. (@brubsy)
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* disableLog('ALL') now disables all logs individually, meaning you can re-enable the ones you want after. (@Cass)
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* getPlayer returns numPeopleKilled.
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* Dynamic RAM calculation errors have a better error message.
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* Hide some functions from autocomplete.
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* Added getAugmentationPrice, getAugmentationRepReq, deprecated getAugmentationCost. (@TempFound)
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* Fixed bug where some crime API would return "assassinate" when that's not accepted in other functions.
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** Coding Contract **
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** Factions **
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* Spiralize Matrix is easier to read.
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* Megacorp factions are no longer removed when installing.
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** Corporation **
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* All research tooltips are always visible.
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* Smart supply is enabled by default if purchased (@Nolshine)
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** Misc. **
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** Misc. **
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* The world map is now used in sleeve travel and bladeburner travel.
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* Fix "Game saved" animation. (@Nolshine)
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* noselect a bunch of stuff.
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* Update commitCrime documentation (@Tryneus)
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* Ascii maps letters are more contrasting
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* Fix logbox scrolling weird (@Nolshine)
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* Updated documentation for infiltration.
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* Fix weird scrolling in corporations (@BartKoppelmans)
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* Most money costs in the game will turn grey/cyan when you don't have enough money.
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* Fix typo (@BartKoppelmans & @Nolshine)
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* Donation textbox has better look & feel.
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* Delete game now has a confirmation modal (@Nolshine)
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* Tech vendors ram & cores buttons have better look and feels.
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* Fix issue where skills would not get properly updated when entering new
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* cores cost modified to be a formula instead of a semi-random array of numbers.
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BN. (@Nolshine)
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* Tech vendors now give a hint about where to get bigger servers.
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* Convert create gang to popup (@vmesecher)
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* logboxes now displays whitespaces exactly. (@Cass)
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* Fixed a bug that prevented travel to Sector-12 and New Tokyo when not using
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ASCII art.
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* nerf noodle bar
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* nerf noodle bar
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`,
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`,
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@ -85,7 +85,7 @@ export class Terminal implements ITerminal {
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process(router: IRouter, player: IPlayer, cycles: number): void {
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process(router: IRouter, player: IPlayer, cycles: number): void {
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if (this.action === null) return;
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if (this.action === null) return;
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this.action.timeLeft -= (CONSTANTS._idleSpeed * cycles) / 1000;
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this.action.timeLeft -= (CONSTANTS._idleSpeed * cycles) / 1000;
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if (this.action.timeLeft < 0) this.finishAction(router, player, false);
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if (this.action.timeLeft < 0.01) this.finishAction(router, player, false);
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TerminalEvents.emit();
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TerminalEvents.emit();
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}
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}
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}
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}
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useEffect(() => {
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useEffect(() => {
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// const id = setInterval(rerender, 20);
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const id = setInterval(rerender, 20);
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// return () => clearInterval(id);
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return () => clearInterval(id);
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}, []);
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}, []);
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return (
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return (
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