branchrust_reboot/main/tutorial_islandcancel
513 Commits over 274 Days - 0.08cph!
Player can now end the tutorial and gets respawned back to the main island
See the ignore tutorial convars option on the rust editor tool
WIP tracking when a player has either completed the tutorial or declined it, still pretty broken
Revert initial resource objectives
Don't allow achievements to unlock or progress while in the tutorial, we want those to start processing once the player is in the real game
Added a new tutorial only chicken type that drops animal fat
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
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
Tutorial crafting objectives are now highlighted in the crafting menu
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
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
Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings)
Added more help steps
First pass on a modal tutorial UI to explain concepts. Can be assigned to a mission and the modal will display when that mission is accepted.
Added a new tutorial supply container that gets refreshed at several mission stages
Added optional mission objectives to open the extra storage, still not referenced in dialogue
Removed the resource multipliers from yesterday
Fixed BaseOven's not working in the editor if more than one is placed in the same session
Wait until the player has fully connected and woken up before starting the initial conversation
More animal fat fixes
Properly spawn the tutorial bear variant
Lower tutorial bear health to 100
Give the tutorial bear a custom corpse prefab with 200 extra animal fat to give the player enough resources to finish the tutorial
Increase resource havesting rates x3 while in tutorial (for testing, but it might stick around)
Covers ResourceDispenser and CollectibleEntity