userJarryd Campicancel
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12,017 Commits over 2,527 Days - 0.20cph!

1 Year Ago
Immediately send respawn options when finishing the mission so it appears on the map
1 Year Ago
Fixed safe zone spawn mission not working in primitive GameModeSpawnGroup will now accept the tag 'vanilla' which will pass if no game mode is loaded Added RequiredGameModeTags to BaseMission, also accepts 'vanilla'
1 Year Ago
Block the compound respawn mission in softcore
1 Year Ago
Reapply 123918, fix missing loot panels on client (not cherry picked as it was done directly on Aux2)
1 Year Ago
Subtract 123921 (was meant for aux2)
1 Year Ago
Remove a transform find by name every frame when conversations are animating
1 Year Ago
Merge from vine_syncPos
1 Year Ago
ConversationManager cleanup - no longer spawns and destroys a new client side gameobject per conversation ConversationManager is now a static class
1 Year Ago
Fixed the text animation not working on dynamic mission conversation pages
1 Year Ago
Don't enable outpost spawning by default Switch mission container to generic_small (might fix container issue) Added teleport2mission convar, will teleport player to current marked location of mission on the map S2P villages
1 Year Ago
Documents typo fix
1 Year Ago
Adjust how we open loot to try and solve missing loot panel issue
1 Year Ago
Merge from parent
1 Year Ago
Merge from main
1 Year Ago
Container open and close sounds Document move sounds
1 Year Ago
Fix mission container accepting player items
1 Year Ago
Merge compile fix
1 Year Ago
Merge from outpost_spawning
1 Year Ago
Merge from toolgun_deploy_fix
1 Year Ago
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1 Year Ago
Fixed missing toolgun deploy sfx
1 Year Ago
Merge from nametag_streamer_fix
1 Year Ago
Fixed nametags on top of players heads not updating if streamer mode was toggled mid game
1 Year Ago
Fix compile errors
1 Year Ago
Converted the mission info panel to a flex element
1 Year Ago
Add a mission complete screen (pretty wip right now)
1 Year Ago
Created a drop down property drawer for position fields, makes hooking up mission positions a lot easier
1 Year Ago
Added a tab interface to the mission inspector Mission position generators can now be marked as non exclusive, allows us to have multiple player missions use the same point
1 Year Ago
Add document spawn points to other fishing villages
1 Year Ago
Merge from parent
1 Year Ago
Merge from main
1 Year Ago
Merge from compiled_field_fixes
1 Year Ago
Fixed serializable fields being compiled out in: CommunityEntity.UI.FadeOut CommunityEntity.UI.Countdown DDraw FPSLogger EggUpdater ItemStoreItem
1 Year Ago
New StaticMissionItemDispenser entity, acts like a static storage container that fills itself with whatever loot is required by the mission when interacted with. Saves us having to scatter a heap of mission points around monuments that will then get cluttered over time, this allows us to have a single item dispenser that can be used by missions Added to fishing village A, updated safe zone unlock mission to fit
1 Year Ago
Fix response buttons being clickable when animating
1 Year Ago
Fixed being able to repeat non-repeatable missions
1 Year Ago
S2P compound Add a spawn point fishing village a, S2P Create a new CompoundSpawning test scene
1 Year Ago
Merge from outpost_spawning
1 Year Ago
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
1 Year Ago
Unsaved
1 Year Ago
Document icons Add support for showing non item rewards
1 Year Ago
Switched outpost scientist npc to a generic mission provider Added support for generic dialogue handling when there are no available missions Generic mission process is now alloc free
1 Year Ago
Safe zone spawn unlock mission boilerplate
1 Year Ago
Added ability to adjust weighting of items globally in loot spawns per game mode
1 Year Ago
Fixed vending machine restrictions not being properly applied if era is default
1 Year Ago
Add ability for items to have a restriction per game mode, extending the era restriction field These restrictions are stored on the game mode instead of the item but are displayed on the item via a custom inspector Game mode restrictions are applied prior to the era restrictions Allows us to restrict items per game mode using the same set of tools we used for the primitive mode (eg. disallow crafting but still allow looting) Disabled the ak from being crafted as a test
1 Year Ago
Merge from main
1 Year Ago
ForceDeployableSetParent returns true on BoatBuildingBlock
1 Year Ago
Update x marker data for VineSwingingTree02 and 03
1 Year Ago
Merge from vine_data_fix