10,958 Commits over 1,950 Days - 0.23cph!
Make the end of tutorial end via a wide trigger rather than a move point objective
Make a new trigger type mission objective
Lowered rhib to water level
Added a debug root that shows helpers for water height/centre of players view, this can be toggled via the Show Debug Root on the prefab and will always be disabled in builds
Merge from tutorial_island
Don't allow players on the mainland to assign bags to players that are mid-tutorial
Don't allow players to reassign sleeping bags if they are in the tutorial
Clear all bags that a player is assigned to when starting a tutorial
Don't show mission marker on compass or map if no icon is assigned
Merge from tutorial_island
Store tutorial network groups in a more easily accessible and cached list
Let unity update the Terrain to mesh dll, stops it complaining
Fixed some gizmo rendering warning spam, possibly unity upgrade related
Removed some #if UNITY_2021_3_OR_NEWER defines now that we've finally updated
Merge from main (to a sub branch for some checks first)
Align the kayak over time so it always lines up with the cinematic
Hooked up cinematic so it runs when the tutorial is finished normally, and not via convars
Fixed player respawning on the mainland if they die
Properly kill the player instead of deleting the entity
Update debug.testtutorialcinematic to spawn a kayak and mount the player so it can be used from anywhere on the island
Added a test movement
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Fixed electrical switches not calculating passthrough power correctly when the power is changed via switch on/off inputs
Move the top storage adaptor slot on the tool cupboard closer to the center so that the input slot isn't blocked when a TC is placed flush with the wall
Removed custom modal help UI editor
Can now have tutorial modal prompts with less than 3 stages
Add button to spawn group to convert all child entities to spawn points, used this to convert the remaining static tutorial prefabs into spawn groups
Possible hack to make weather.ocean_scale 0 during tutorial to stop excessive wave heights
Fixed water pistol viewmodel sometimes not playing it's fire animation
Fixed LiquidWeapon class using string based invokes and switched animator string based parameter lookups to hashes
List all skins as unique vending machine items
Update medium mirror description
Made the large, small and standing versions of the mirror skins of the medium mirror
Renamed the medium mirror to just "Frontier Mirror"
Fixed world items not getting skins applied
Hopefully fix "Look rotation viewing vector is zero" log spam due to invalid industrial pipe placement
Fixed help widgets not showing images/video
Fixed mirrors not working in demos
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Fix fish trophy remembering incorret animation state when pooled
Fixed rocking chair audio not working for non local players
Fixed rocking chair skins referencing the wrong item (itemname field needs to reference the base itemname, not the skin itemname)
Fixed rocking chair skins with wrong display name tokens (skin name should share same token and english value as the base item)
Fixed both rocking chair skins missing their IsRedirectOf field
Mark base rocking chair as craftable, mark teal chair as not user craftable (as it's a skin)
Alternate turret optimisation - store all turret locations in a grid for easy, performant, scaling access and access that at runtime, bypassing physics entirely
Seems at least 2x-5x faster in artificial tests, should scale much better in crowded bases
Fix torches in holders continuing to lose condition even after they are extinguished
Fixed an extra set of arms appearing during some gestures in the mirror
Fixed push animation getting cancelled by movement
Remove some GC allocations in PlanarReflectionCamera
Fixed renderers disabled via HideInFirstPerson not appearing in mirrors (fixes all entites that use planners, as well as most missing held entities)
Fixed player head appearing distorted in mirrors while dancing
Switch effect run type to server