userJarryd Campicancel
branchrust_reboot/main/mission_improvements_may_24cancel

30 Commits over 0 Days - ∞cph!

56 Days Ago
S2P fishing_village_c
56 Days Ago
Slight styling changes
56 Days Ago
Merge from main
2 Months Ago
Fixed the timer box staying active when a mission doesn't have a timer
2 Months Ago
Final tweaks
2 Months Ago
Conversation screen styling updates
2 Months Ago
S2P bandit town, fixes missing misison marker Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
2 Months Ago
First pass on new UI layout for conversations and mission acceptance
2 Months Ago
Added a metal detector mission objective
2 Months Ago
Fixed escape key not working anywhere
2 Months Ago
S2P both stables and fishing villages
2 Months Ago
More map marker size adjustments
2 Months Ago
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards) Show an error toast in this case Toasts can now appear while the player is in a conversation
2 Months Ago
Shrink vending machine clusters that are too close to mission marker clusters
2 Months Ago
Conversation screen can now be closed with escape
2 Months Ago
Added a map marker for mission providers, displays how many missions are currently available from that provider for the local player
2 Months Ago
Added an automated error checker for conversations, looks for legacy conversation features and can automatically update them to the new system eg. converts a conversation node with a custom action "assignmission lumberjack" to the new AssignMission action with a proper reference to the lumberjack mission Updated all converations
2 Months Ago
Fixed dialogue graph nre when domain reloading Dialogue graph now persists through domain reloads Dialogue graph now zooms to fit all nodes whens opening
2 Months Ago
Mission editor now detects missing accept/failed/victory effects and shows appropriate warnings Also added some buttons to automatically assign the default effects
2 Months Ago
Don't show the current mission objectives on the map screen (they overlap with the markers UI) Add a section to the markers UI that shows the current missions, clicking on the mission entry will focus the map on the current misison objective marker
2 Months Ago
Add a UI panel listing all of the objectives and rewards for a mission when the player is about to accept a mission
2 Months Ago
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
2 Months Ago
Update lumberjack harvest wood description string to use a new localization key and adjusted text to not mention the required count (as we add that dynamically now)
2 Months Ago
Subtract 95838 - was meant to be on a sub branch
2 Months Ago
Scanner mission wip tests
2 Months Ago
Fix editor exceptions when loading BaseAiBrains in the editor More mission test setups
2 Months Ago
Fixed incorrect translation string on the final objective of the kill animals mission from the lumberjack
2 Months Ago
Fix exception when starting lumberjack mission Added a DebugWorldPosition component that allows us to test missions that use position generators without needing a proper proc gen Started making a Mission zoo scene that shows all mission providers with all of the stub content needed to actually run and test the misison, accessible via Scenes/Dev/Mission zoo toolbar option
2 Months Ago
Added ability for a mission to reward blueprints (tick isBp on the reward item entry)
2 Months Ago
Added the ability for a mission to not count towards the Mission Accomplished achievement Enabled this on the tutorial achievements