* Make sure we never access PlayerOpenStateManager::map directly.
* Read OpenStates from excels.
* Add defaultState
* Replace hardcoded open states with the ones read from excels.
* Don't send change notify when unlocking on login.
* Add open state blacklist for default unlocks.
* Add a way to temporarily set open states for dev
* Remove old OpenState.java
* Fix UnlockAllCommand
* Change condType to an enum.
* Added more server debug options
* made server debug code prettier
* fixed initialization bug
* Enables logging of packets contained in UnionCmdNotify, when debug level is WHITELIST or BLACKLIST
* Fully Implement OpenState Framework
* added devOpenStates
* Commented out newPlayerOpenStates
* Removed OPEN_STATE_NONE from devOpenStates
* init
* init
* init
* revoke
* fix error
* mining support
* mining support
* Roks endurance support
* Roks endurance support
* Timed refresh
* upgrade resource data
* Timed refresh support
* remove null gadget
* Coordination
* full synchronized
* oh no, my math teacher will hit me!
* synchronized onInteract
* remove break;
* supply re-spawn time , thanks to @wl23333
* Clean up and integrate collection spawns into SpawnDataEntries
Co-authored-by: Melledy <52122272+Melledy@users.noreply.github.com>
* Basic resin usage/refresh.
* Honor resin config, move some logic to logon.
* Add resin usage to DungeonChallenge
* Make fragile and transient resin usable.
* Get resin cost from dungeon excel.
* Add ability to unlock combine diagrams.
* Refactor CombineManager to use Inventory.payItems, enabling crafting of condensed resin.
* Refactor ForgingManager to use Inventory.payItems, to prepare for eventually forging Mystic Enhancement Ores using resin.
* Remove comment
* Check resin usage in addResin