13,656 Commits over 2,741 Days - 0.21cph!
Merge from dof_exposer_improvements
Fixed incorrect focal distance readout
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Set dof exposer focal size to 0.4, it's hardcoded to a few different values in normal dof handling but this is probably fine
Also max out sample size
Make the deployment guides transparent
Fixed being able to clear pings that are created by tutorial stages
More help videos/images
Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
Removed global.vehicleDismountHoldTime convar
Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime
Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles
Not every vehicle fit perfectly into a category, some notable decisions:
-Workcarts, trains, sleds and snowmobiles are considered ground vehicles
-Parachutes and ziplines are considered flying vehicles
-Submarines, boogie boards and inner tubes are considered aqautic
-A computer station is considered a flying vehicle if a drone is currently being controlled
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
Show the button that opens the crafting menu next to any crafting objectives
Fixed OnValidate RustText changes from last week throwing errors when opening prefabs with text in them
Add some conversation text to explain the optional supplies box
Fixed tooltips that extend over the edge of the screen not getting properly offset to keep all the text on screen (likely broken in the emoji update)
Add a button on the map view to toggle vending machine visibility (maps to client.ShowVendingMachinesOnMap)
Convar is ignored on the death and marketplace screens
Tutorial crafting objectives are now highlighted in the crafting menu
Codegen
Fixed helicopter IK
Fixed more IK warning spam
Merge from PlayerRigUpdate/sep23merge to PlayerRIgUpdate
Removed the cinematic player avatar and accompanying convar (should no longer be needed with new model)
Cleaned up/compiled out old IK layer tests, can now play unarmed without warning spam
Still lots of issues with holding weapons
Debug force open map no longer constantly turns the map on and off
Finish base videos
Fixed uncompleted optional objectives preventing a mission from being completed once all other objectives are satisfied
Add videos for mission 2+3
Very experimental change: don't run RustText text localizing/translating if we aren't editing the prefab or have a scene open that the text component is part of
Fixes GameUI and EngineUI running 30k text updates and triggering an asset reimport every time an unrelated asset is created or modified
Write up temp help prompts for every tutorial mission
Crafting a planner step now uses the proper item name
Added a follow up mission to the build base mission that requires the player to fill their TC with 24 hours worth of supplies
Minor DofExposer rewrite, create a new post process volume with a higher priority and let the component manipulate that instead of fighting with existing dof handling
DofExposer is now part of the MainCamera prefab and disabled by default, should have no impact on regular gameplay
Fixed several issues resulting from the exposer component using .profile instead of .sharedprofile
Multiple dofexposers in a scene should now coexist peacefully since they don't affect any global state, just modifying a local post process volume
All deploy objectives now display a ping showing where they need to deploy the desired entity, only works in the tutorial
Show a ping on the scientist when you need to go and talk to him
Mission objective rows now grow vertically to fit text
Show a ping in the mission objective HUD if that objective is being pinged
If the bonus resource storage has resources for the current mission, show a loot ping
Added an option for tutorial deploy guides to only display if a specific stage is active, implemented on initial build stage
Asking the mission provider for help will now reopen that missions full screen tutorial modal
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Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings)
Added more help steps
Fixed mining quarry animating if the player enters network range and is over 100m away (intended behaviour is that quarry/pumpjack don't animate until player is within 100m, regardless of state)
Pumpjack didn't have the same issue because it was disabling animations at 60m, I've increased that to 100m for uniform values across both prefabs