10,950 Commits over 1,950 Days - 0.23cph!
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
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
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)
Subtract
95838 - was meant to be on a sub branch
Scanner mission wip tests
Fix editor exceptions when loading BaseAiBrains in the editor
More mission test setups
Fixed incorrect translation string on the final objective of the kill animals mission from the lumberjack
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
Added ability for a mission to reward blueprints (tick isBp on the reward item entry)
Added the ability for a mission to not count towards the Mission Accomplished achievement
Enabled this on the tutorial achievements
Add the ability for a container spawn point to limit how many containers are spawned at that point
Adjusted container spawn points to ensure that it's likely for top containers to be accessible
Added some pallets around the container spawn points to make them more climbable
Affects both harbors
Disable saving on the hobo barrel in Tunnel_Dwelling_A, fixes barrels leaking to world origin on server restart
Possibly fixed editor based player inventory loadouts not getting included in builds (now derives from BaseScriptableObject which should get picked up in our asset bundle builds)
Switch using GetConnectionsWithin in IndustrialConveyor ReceiveItemTransferDetails RPC to a new GetCloseConnections method that iterates over the subscribers of the local network group instead of all of the players on the server
▉▆▋ ▉▍▅▄ █▋█▌▌ ▌▄▉█▄▊ ▉█▌▍█▅ ▊▌ ▄▇▅ ▋▅▅██▆▉▆▌▉ ▍▄▌▇▍▍█▅ █▌ ▍▅▆▊ ▄▋▊ ▋ ▊▌▄▄▋ ▆▍▇▋ ▇▇ ▋▍ ▅▆ ▄▉▇▍▉█▅ ▅▋▉▉ ▅▊▌ ██▋▊▌▊▍ ▉▍ ▇▊ █▊▅▅▋ ▊▌▋▍▆▅ ▊▌ - ▅▇ █▋▆█ ▆▄ ▇█▇▍▉▅ ▅▉ ▆█▊▄ ▆▄ ▋▍▄▄ ▌▊▇▊ ▊▆▋ ▍██▆ ▆▆ █▅ ▉▄▅▌▅▅ ▉▋ ▆▊▋▉
▊▉▄▉█ ▊▆▉ ▉▊▊▌▄ ▅▊▊▊▆▄▆▅▍▋▄ ▉▅▍▌▇▌ ▅▄ ▍▋▅█ █▍ ▋▉▄ ▌▉▌▇▇▋▍▉▌▅ ▍▊▉▇▊▋▍ ▍▆▋▇▆▋▉ ▊▍▇ ▄▆▆▋▉▉▅▇ █▌ ▊▆▇▍▇▉▊
Added root bones to playing cards viewmodel, fixes viewmodel renderer not working
Set up EffectParents for UI elements
Toolgun viewmodel now uses viewmodel camera, UI is setup as an effect parent
Update Cache process on vms_missing_renderer_scripts to automatically consider any materials using the hair shader as a transparent pass
Fixed dying during harvest mission objectives in the tutorial resulting in pings appearing for completed objectives after respawning
Change default value of BasePlayer.filterSpectateMapTeamID to -1 so it shows the team of the currently spectated player by default (setting this value to 0 will show all teams if global.toggleSpectateTeamInfo is true, not usually useful on live servers)
Fixed shotgun traps going off once if an authed player was in front of them when a TC is reskinned
Add a new tests folder to the community UI directory to store future tests
Include ScrollTest
Implement Community UI PR - Adding Support for Scrollable Containers #54
▌▉▅▍▇ ▌▋▋▆ ▅█▄▇█ ▌▇▉▍▋▆ ▇▅▇▌▋ ▍▆▋▆█ ▌▉ ▌▍▍▆ ▊▄ ▆▊█▌▊▉▋ ▉▋▌▍▊█▋▆ █▉ ▊▆▆▆█▊▄█ ▌▇▍▅ ██▉ ▋▉▋▅▌▉▉▋ ▅▆▅▇▋
▊▄▄'▆ ▇█▇▄ ▇▋▌▍█ ▇▋▅▋▇▇▇ ▇▌▌▄▅▊▍ ▅█▅▄▆ ▇▆▌▌▆▋▋▄▅▉ █▌▌▅▇ ▆▋▊█▌ ▌▍█▋ ▅▄▄ ▋█ ▅▉▅▋▊▊▆▉ ▍▍▍▊▇▆
Adjust priority of blocked by clothing prompt when wearing the chicken costume so it appears underneath prompts to open vehicle storage/push/etc
Fixed blocked by clothing prompt appearing when the mount menu isn't visible, only affected mountables where we allow mounting while looking at specific colliders (eg. trains)
Added a proper localized string and icon when the player is killed by the moving shipping containers
Modify the map marker for the cargo ship so players can tell if it has already docked
The map marker tooltip will now read "A Cargo Ship - Docking" while it is docked and "A Cargo Ship - Already Docked" once it has departed the harbor
Spawn the containers to be picked up when the cargo ship starts it's docking approach rather than when it docks, giving more time for players to get into the containers
Apply to chicken corpses as well
Don't allow harvesting of animals on the tutorial islands with weapons that don't preoduce any resource (eg. hitting a bear corpse with a spear will now do nothing rather than destroying the bear corpse and leaving the player with no resources)
▅▅▌ ▇▋█ ▆▆▇▇ ▍ ▇▉ █▆ ▆▇▆▋▍▋▄▍▋ ▉▆▄▄▍ █ ▌▄▄█▍▇ ▋▍▆ █▋ ▄▅▌▉, ▅▇▆▌▆ ▋█ ▋▋▌▄ ▅▄ ▌ ▉█▅▆▍█ ▍▇▄▉ ▍▉█▍▆
Minor performance improvement for UpdatePushLiquidTargets (code review)
Fix minigun backpack not appearing when a player first equips the minigun (held entity client init happens in a different sequence in separate client/server mode which led to this issue)
Fixed cargo ship getting stuck while docked if all of it's loot rounds had already spawned by the time it docks (in this case, no further loot will spawn)
Play the cargo ship horn 60s before departure
Add a 3m radius line of sight check from the start node of the cargo docking path to each ocean patrol path point when determining which patrol path point should be the harbor approach node
If a point has something solid between it at the patrol point the distance is multiplied by 20 - not ruling it out entirely but making any non blocked paths more likely
Added an extra container to spawn on docking (when possible)
Container cranes will now wait 5-10% of the dock_time convar before they start moving containers
Added an additional 5-10% wait for subsequent cranes, so there's less overlapping movement
Added some fallback logic in case the ship leaves before the containers are loaded, in this case any yet to be delivered containers will be deleted
Harbor crane support arms now update as the arm moves
Will need a S2P to work, parking on a branch for next month
Trigger the standard cargo ship interval loot refresh on arrival at the harbor, spawns a locked crate, elite crate, 4x military crates and 4x junk crates as long as there are still vacant places to spawn crates
Counts as one of the loot rounds for the CargoShip.loot_rounds convar
Can be disabled via CargoShip.refresh_loot_on_dock (enabled by default)
Add Position and Rotation offset to ViewmodelCameraAnimation component, works around any strange offsets coming out of maya
Set up appropriate offset on minigun and disabled the FadeInTime
Add a ladder volume to harbor_crane_static
S2P both harbors
Add new HideInPlayerPreview toggle on Wearable, enabled on minigun backpack
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
Potential fix for some elevator doors in NMS not working after a server restart
Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes
This was resulting in a new, overlapping door getting spawned every time a server saves/loads
Add ViewmodelCameraAnimation component to the minigun viewmodel
Add a FadeInTime to property to that component that fades in the effect over a given time, softens the impact of the starting offset in the source animation clip
Add a parent volume to the mesh ladder on the rotating cranes, prevents players falling off if they are on the ladder while it rotates
Adjusted rotation of static crane on harbor_2