13,382 Commits over 2,892 Days - 0.19cph!
New StaticMissionItemDispenser entity, acts like a static storage container that fills itself with whatever loot is required by the mission when interacted with.
Saves us having to scatter a heap of mission points around monuments that will then get cluttered over time, this allows us to have a single item dispenser that can be used by missions
Added to fishing village A, updated safe zone unlock mission to fit
Fix response buttons being clickable when animating
Fixed being able to repeat non-repeatable missions
S2P compound
Add a spawn point fishing village a, S2P
Create a new CompoundSpawning test scene
Merge from outpost_spawning
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things
Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
Document icons
Add support for showing non item rewards
Switched outpost scientist npc to a generic mission provider
Added support for generic dialogue handling when there are no available missions
Generic mission process is now alloc free
Safe zone spawn unlock mission boilerplate
Added ability to adjust weighting of items globally in loot spawns per game mode
Fixed vending machine restrictions not being properly applied if era is default
Add ability for items to have a restriction per game mode, extending the era restriction field
These restrictions are stored on the game mode instead of the item but are displayed on the item via a custom inspector
Game mode restrictions are applied prior to the era restrictions
Allows us to restrict items per game mode using the same set of tools we used for the primitive mode (eg. disallow crafting but still allow looting)
Disabled the ak from being crafted as a test
ForceDeployableSetParent returns true on BoatBuildingBlock
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Update x marker data for VineSwingingTree02 and 03
Updated battery search mission to require 3 batteries
Merge from main (NPCTalking conflicts)
Merge from frontier_external_fixes
Added a 50% buffer for the look at check when looking at a gate with a spraycan
Merge from computerstation_reskin_fix
Merge from team_invite_changes
Fix auto turret auth not working
Merge from lockedcrate_shock_effect_parent
Move LaptopCollision into the root level of the prefab, add a new EntityFlagToggle to toggle it on and off on the server
Update the Model component root to point to the actual root of the prefab, not another transform that seems unused (this also fixes info.HitPositionLocal not being accurate, so that's been updated as well)
Update the laptop glass effect to glass_small so that the impact effects don't extend over the edge of the laptop screen
Fixed deployable category in industrial conveyor not translating properly. Now listed as "Items" to match the crafting menu
Fixed photos not appearing in conveyor filters
Fixed player model getting stuck in fishing pose if fishing sequence is ended prematurely
Merge from frontier_external_fixes
Enabled needOnlyOneAreaCheckValid on ladder ground watch, fixes all ladders being destroyed on external walls when a single ladder is picked up
Merge from frontier_external_fixes
Some improvements to free spray behaviour on external walls
Mark the frontier wall/gate as not hidden
Fix simple upgrade options missing
Merge from autoturret_peacekeeper
Reduced initial time before the hostile warning appears (was 2s, now 0.25)
Use real time instead of fixed delta time, makes the countdown closer to real time