13,656 Commits over 2,741 Days - 0.21cph!
More fixes
Styling
Surface more dice roll stuff
Deployable map weirdness
Deployable style changes
Maybe making things worse?
Revert "Remove team base widget"
This reverts commit c58a0e8d9e79883b2e82b5283db2876683b1ef9b.
WIP deployable stats
Don't allow a team member to have two of the same stat
Merge branch 'main' of hackweek-rust-island-sim
More merge fixes
Deployable basics, fix key errors
Deployable stuff, re-enable activity issue
Better layout, prereq support kinda busted
Stats
Affinities for missions
Surface stats in more places
Ignore ds_store
Widget test
Fixed repeatable missions
Activity changeover
Fixes
Allow repeated missions
Repeatable cooldown
Deduct requirements, base basics
More more stuff into typescript classes
Activity complete modal
WIP fail states and dice rolls
More fail states, including damage
ID's, prereq support
Hacked around vital display issues
Convert resources
More icon fixes
Ignore rider files
Partial ts migration, babel is broken
Switch to gatsby
Merge branch 'gatsby'
Tick hunger down over time
WIP activity reqs
Properly load resources from csv
Vitals setup
Cleaned up most warnings
Load activities via csv
Finally fixed some layout issues
Initial commit
Starter project
Rider ignore
Why does nothing ever compile
Add team members
Time incrementing
More timer stuff
Track hour changes
Resources
Time tracking for team members
Cleanup
Activity unlocks woo
Mark busy characters as disabled
Progress bars? in this economy?
Finish mission handling, basic rewards
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Properly parse for valid, non-escaped rich text in the user portion of the chat message
Also fixes chat.add not parsing emoji correctly in a better way than the fix on emoji_rich_text_fixes
Fix emoji not working if the players username has a '<' symbol in it
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
Added warnings for mismatched file id and mission not being assigned to manifest
Some rich text handling improvements when using chat.add, still has some issues
Fixed exception and emoji's failing to load if the emoji gallery was closed and reopened while emoji's were being downloaded from the server
Emoji's now download faster (was every 1.5s, now 1s)
New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved
New IgniteOven mission objective type
Started on follow up cooking mission
The learn button will no longer appear on blueprints if the blueprint is already learned or is a default blueprint
Fixed emoji's not loading properly on the client if there were more than 4 custom emoji on the server
Server emoji's will now load in gradually, 1 emoji per second to avoid hitting the server rate limit
▍▆▋▋▅▍▆▄▍ █▊▇ ▌█▌ ▊▍▄▇▌ ▍▋▇▉▋ ▋▋▋▍▍▆▆▍▇▉▆ ▇▅▊▄▋▉▆▉█ ▋▍▆▄▇ ▅▉▇▇▊▆▍▆ ▄▇▅ ▉▅▍▅█ █▉▍▉▆▌▇▆▅█ █▋▅▍▋▉▊ ▊▌ ▊▌▉ ▋▆▇▅▅ ▆▌▆█▆▇
Fixed emoji rendering on clan chat
Final (hopefully) rich text emoji fix
Fixed active campfire mesh going missing when parented to a moving Tugboat (see HasDisabledRenderers in BaseEntity.Parenting, this behaviour should only occur on BaseOven entities)
Fixed campfire model having an extra duplicated LOD group
Fixed exception when opening the card game UI for the second time in a session
Disabled support for emoji's in usernames, causes various rich text parsing issues
Partially fixed some parsing issues when inserting rich text tags into the chat box (they aren't supported, but still)