106,434 Commits over 3,806 Days - 1.17cph!
Fixed merge issue with unneeded using statement
Removed accidental include
Fix emoji not working if the players username has a '<' symbol in it
Merge from airpatch_media
Merge AttackHelicopter -> airpatch_media
Initial simple implementation of boat drift-to-shore when nobody is around
More working files (6P atlases)
Separated temps from finals.
█▍▆▉▆ ▉█▉▉▉▍▋.▄█▉▋▄▌▋▇▆▉ ▉▅▉█▍▅▊▍▌▄ ▋█▍▉▄ ▇▉▆▄ ▄▉ (▍▉▆▍█▉▋▄▌▅ ▌▅▍▇▅▄▌ ▉▇ ▌▉▊▍ ▍▉▉▍▊▊ ▇▉▇▅▄ ▊▊▆▉ ▉▊▍ ▍▄▌▍▇▍▆ ▍▇▊▊▊▆ ▍▆▊▆ █▌▉▅ ▇█▊█▍ ▍▋▉▋ ▆▄▋▍▊▊ ▄ ▄▅▉▋▊▇ ▊▌▊)
▌▄▇▄ ▄▅▊ ▄▋▉ ▉▆█▇▄█ █▉▇▉▍▆▆▊ ▉▅ ▆▇▌█▄▋▋▋▄▌ ▇▉▊▅█▊▅▄▄▌▊ ▋▉▆ ▆▋▆▇▋ ▊▋▋█ ▍▌▇ ▆▇█▌█▊▆ (▅▅▌ ▌▆▄▇▅ ▅▉▋▉█▋▉▅ ▇██▄█▅ ▊▄▋▇ ▅█▋▊ ▆▇▍█▇ ▅█▌▄▆█ ▉▉▅▊▇█▉▊)
Fix so it works when you are making straight connections with no points in between
▅▆▅▅▄ ▉▇▉▊▊▅▆▄▅▇▋▆▍▇▅▄ ▊▌▉▍▅▅▆ ▆▅▍ ▌▇▄▇▌▌█▋▅▋ ▊▇▅▅▅█ ▅ ▍▊▅▊▉▉▍▉▇▉▆▌ ▇▄ ▆█▊▇ ▍▍▌█▌ ▌▅▅█ █▆▋ █▌▊▍ ▆▊ ▍▇▇ ▋▅▌▉ ▆▆▌▋▊▇▌█ ▋▅▉▇▉▋
Added tutorial bear prefab.
PathFinder.GetBestRoamPosition can now take an anchor position instead of using current position.
Updated calls to use their current position as anchor.
When disconnecting wires & industrial pipes it will resume the pipe from it's last position, allowing you to reconnect
Fixed some industrial lights material being set to "Opaque" instead of "Transparent"
Animal navmesh prefab setup and generation for tutorial island.
Initial navmesh settings, can tweak if needed when we have final island size.
homing missile launcher setup
textures, materials and prefab
removed blockout
Fixed building tier disappearing from radial menu when valid building skin is set
Starting next conversation stage
Cleaned up conversation flow on tutorial npc
Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
Finish off cooking tutorial
Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint)
Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events
Added consume mission objective type
Use HasCloseConnections instead of Vis.Entities for TrainCar and JunkPile
Added warnings for mismatched file id and mission not being assigned to manifest
Added a class description comment to ObjectWorkQueue
Updated tooltip text for JunkPileWater.Queue
Updated dev cam model. Moved to prefab for future adjustments
Some rich text handling improvements when using chat.add, still has some issues
Fixed 6point particle shader rotation breaking lighting
fixed rhib lod materials
adjusted LOD3 lod mat
wall rack LOD issue fixed
- turns out it was being triangulated badly so set manual traingulation of that particular polygon
issue was also persistent on a lower lod level, fixed that too.
burst module weapons have slightly reduced time between shots and a bit less recoil overall