branchrust_reboot/main/tutorial_islandcancel
513 Commits over 274 Days - 0.08cph!
Fixed help widgets not showing images/video
End tutorial cinematic boilerplate, invoke via debug.testTutorialCinematic, see EndTutorialCinematic.prefab
Merge from main (notable merge on StandardLayers.cginc)
Fixed network group assigning not working and throwing group inside errors for tutorial entities
Also fixes tutorial trees getting added to the global broadcast list
Fixed some broken prefabs
Fixed some chicken ping issues
Update LookAtTooltip after merge
Manifest, codegen, protobufs
Fixed MeshTerrainRoot running on server
Find scrap and find metal blade tutorial steps will now accept any already in the inventory
Lower height of starter base, easier to get into without requiring jumps
Ping the campfire for the ignite stage
Remove door from the dock
Clean up more old spawners
Pull metal ores out of cliffs
Show pings for kill chickens mission
Split out stone nodes so they're not intersecting regular cliff geometry
Added loot barrels, more trees and some stumps
Better align map marker
Clean up loaded grass on the client
Fixed bear not spawning correctly
Fixed rotation of map icon
Manually place hemp on tutorial island
Fixed navmesh generation errors
Fix up kayak tutorial stage
Delay recycling the island until the player has respawned on the island, fixes a heap of bugs and looks a lot nicer
Placement improvements, tutorial should now be mostly completable with new mesh
Save the baked foliage into a special mesh that just stores data.
Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh
Load the foliage on the client when loading into the tutorial
Replicate shadow casting and layers
Added ability to load saved foliage
Copy splat settings to material
Foliage baker can now bake down the currently loaded foliage into mesh assets to be saved to disk
Merge from tutorial_island/foliage
First attempt at moving over the contents of the scene into the prefab
Some light scene reorg to better support this transfer in the future
First pass on a mesh export of the terrain, mostly copied terrain shader across (see Tutorial Island_mesh in scene)
Adjust size of tutorial island prefab to match new design
Also adjusted network group handling to match
Workbench description update
Server warnings to explain what's happening if the player ends the tutorial while god mode is active
Trees placed by hand in the editor will now display their LOD0 mesh instead of just being invisible
Close any existing tutorial modals when opening a new one
Can no longer talk to the NPC between missions
Rename scientist to survivor
Fix NRE during Kayak mission
Play a bear roar sfx during the bear mission conversation
Don't play sfx for pings created by the mission objectives
Give more starting resources in base building mission
Don't turn the mission provider to face the player
Description fixes
Look at the conversation NPC's actual model head instead of the static eye position
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island
Added a looping gesture for the mission provider, just uses the wounded anim right now
Increase wood supply amount in mission 4
Fixed missing canoe collider
Moved chicken spawner
Apply same ping styling to pie menu
Use a ping widget to highlight a blueprint if it's required by the current tutorial stage