10,948 Commits over 1,950 Days - 0.23cph!
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote)
Remove promote to leader popup when looking at another player
Merge from child branch (don't know how that happened)
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build
While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok)
Shows a progress bar while in process
Added two tips to contextually explain what's happening when the player tries to move or taps the button to build
Enabled for 3 seconds on all external gates and walls
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Cargo ship now docks at both harbors
Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet
Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress)
Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
WIP making cargo dock at both harbors
Adjust tax UI display
Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
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Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree
Tax rate is assigned by workbench level, defaults are:
Tier 1 = 0% tax
Tier 2 = 10% tax
Tier 3 = 20% tax
Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%)
Tax rates are displayed on the purchase button on the tech tree
This tax is exclusive to the workbench, research table costs are unchanged
Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
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Reuse old p17 empty state logic for sks viewmodel
Use events to turn on the shell in the magazine based
Build manifest so the gun works after loading/saving
Fixed DeferredExtension command buffer allocating 62b of garbage every frame
First pass on new UI layout for conversations and mission acceptance
S2P compound and bandit town
Remove the inventory slots on the static workbench variants, prevents players accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap
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Adjusted minimum font size on tutorial popup
FIxed state where tutorial button in menu would show as not usable when it should be usable
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC)
Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item
Should be no gameplay difference
Added a metal detector mission objective
Match import fbx offsets exactly
First pass on dedicated vm animator handling script for sks
Uses new IViewmodelComponent interface, will probably come in handy in the future
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!)
Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server
Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Merge from mission_improvements_may_24
Fixed escape key not working anywhere
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Fixed reload option when selecting a minigun in the inventory not translating properly
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
S2P both stables and fishing villages
More map marker size adjustments
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
Shrink vending machine clusters that are too close to mission marker clusters
Conversation screen can now be closed with escape
Added a map marker for mission providers, displays how many missions are currently available from that provider for the local player
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
Fixed dialogue graph nre when domain reloading
Dialogue graph now persists through domain reloads
Dialogue graph now zooms to fit all nodes whens opening
Mission editor now detects missing accept/failed/victory effects and shows appropriate warnings
Also added some buttons to automatically assign the default effects
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server.tutorialEnabled is now replicated
The tutorial button in the main menu will no longer appear ift he player isn't conencted to a server with the tutorial enabled
Once connected to a valid server the section in the options menu shows a button that will close the menu and prompt the player to start the tutorial, without needing to die
Removed the text mentioning that a players sleeping bags will be destroyed when starting teh tutorial, this is no longer true
Set alpha cutoff to 0 on the tutorial island material, prevents alpha noise causing holes in the terrain in some map size/position combinations
Added TutorialIsland.OverrideTutorialLocation which allows us to change where a tutorial island will spawn to try and debug the terrain splat issues we're seeing
Fixed renderers using MaterialConfig appearing as snow covered when on the tutorial island based
Display how much the minigun slows down the player in the gun information panel
Assigned the minigun a unique description
Dynamically update the item slots shown on the gun information panel, instead of always showing 4 slots
Fixed missing animator parameter warning when equipping a minigun
Fixed exception when quickly switching between a weapon with a sight and the minigun
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
First pass on mission + conversation
Merge from mission_improvements_may_24
Add a UI panel listing all of the objectives and rewards for a mission when the player is about to accept a mission