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v.1.2.3.5

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Last minute patch fixes

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Update SupportedThirdPartyMods.md

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Update About.xml

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Merge branch 'Development' of https://github.com/CombatExtended-Conti…

…nued/CombatExtended into Development

v1.2.3.0

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housekeeping

v1.1.2.2.2

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Update mod version

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Merge pull request CombatExtended-Continued#119 from CombatExtended-C…

…ontinued/Development

Update Master from Dev, because I AM the Senate.

v.1.1.2.1

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Update master from development (CombatExtended-Continued#45)

* Remove RocketFrag and GrenadeFrag.

* Update CombatExtended.dll

* Add ammo to death acidifier mercs.

* Remove transpiler for displaying wind direction alert.

Changes to a Postfix on DoDate(), similarly to FoodAlert.

- Also fixes totally unplayable misalignment of label

* Introduce constant for the magic number

Also introduce local for the xOffset from the original method.

* Update About.xml

* Refactors and preparations

- Introduce CELogger class to log extra stuff in dev mode.
-- It is recommended to use this class instead of RimWorld's own Log
class.
- Introduce the JobGiverUtils_Reload class
-- Holds interesting job creation and ammo lookup logic.
- Various small refactors

* Refactor WorkGiver_ReloadTurret to use the new utility class

- Small refactors in CompAmmoUser and JobDriver_ReloadTurret.

* Destroy the GenClosestAmmo class

- Mechanoids now reload turrets with the JobGiver_DefenderReloadTurret
thinknode, patched into the Defend DutyDef.
- Turrets now only order reloads directly for manned pawns (i.e.
mortars)

* Fix bug where reload job would grab too much ammo

- Ask for number of rounds missing to full, or the number of rounds in
the found stack. Whichever is smaller.

* Disable debug mode.

* Fix null reference error in TryOrderReload.

Will now toss a more meaningful error when MakeReloadJob is called
without checking for CanReload first.

* Prevent inventory equip action from bypassing biocoding restrictions

* Loadout job no longer picks up biocoded items the pawn can't use

* Prevent teetotaler pawns from consuming drugs via inventory

* Add firefoam research prereq to firefoam stuff

* Fix bug where melee damage would be reported twice.

* Fix bug where the code would assume EqiupmentSource.

If there is no EquipmentSource, assume 100% sights efficiency, no gains,
no penalties.

* Optional chaining for the win.

* More nullchecks

* Restore sellable mechanoid ammo

* Compile DLL

* Reduce mech ammo cost, remove projectile class

* Comment out mech sappers.

* Increased grenade launcher reload time.

Co-authored-by: Andross <[email protected]>
Co-authored-by: zhrocks11 <[email protected]>
Co-authored-by: Madara Uchiha <[email protected]>
Co-authored-by: LockdownX7 <[email protected]>