Tech tree changes to support non-buildable prerequisites, capturable superweapons, "hidden tech" for tech buildings, scripted tech unlocks, "build everything" developer toggle.
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@@ -186,8 +186,8 @@ namespace OpenRA.Mods.RA.Widgets
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// Collect info
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var x = 0;
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var y = 0;
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var buildableItems = queue.BuildableItems();
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var allBuildables = queue.AllItems();
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var buildableItems = queue.BuildableItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
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var allBuildables = queue.AllItems().OrderBy(a => a.Traits.Get<BuildableInfo>().BuildPaletteOrder);
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var overlayBits = new List<Pair<Sprite, float2>>();
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numActualRows = Math.Max((allBuildables.Count() + Columns - 1) / Columns, Rows);
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