10,973 Commits over 1,950 Days - 0.23cph!
Added a follow up mission to the build base mission that requires the player to fill their TC with 24 hours worth of supplies
Minor DofExposer rewrite, create a new post process volume with a higher priority and let the component manipulate that instead of fighting with existing dof handling
DofExposer is now part of the MainCamera prefab and disabled by default, should have no impact on regular gameplay
Fixed several issues resulting from the exposer component using .profile instead of .sharedprofile
Multiple dofexposers in a scene should now coexist peacefully since they don't affect any global state, just modifying a local post process volume
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
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Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings)
Added more help steps
Fixed mining quarry animating if the player enters network range and is over 100m away (intended behaviour is that quarry/pumpjack don't animate until player is within 100m, regardless of state)
Pumpjack didn't have the same issue because it was disabling animations at 60m, I've increased that to 100m for uniform values across both prefabs
Exposed anamorphic barrel and anamorphic squeeze to Dof Exposer
Dof Exposer will no longer update it's values if the component is disabled or the gameobject is in a disabled hierarchy
Debug camera readout values will now display dof exposer values if there is an active exposer
Added dof distance to camera info readout
Fixed parachute mount anchor in incorrect position
Adjust parachute dismount handling to be a bit more forgiving of collisions
Remove the terrain height measurement and just move the player back slightly if they are in an invalid location when dismounting due to a collision
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.
Industrial conveyors will no longer put clothing items in the belt bar of a locker
Fixed locker declaring incorrect slot ranges for industrial transfers after adding teh additional parachute slot
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
Fixed parachute playing wooden gibs sound when it breaks
Gradually introduce forward momentum when deploying the parachute rather than straight away, takes 1s after deploying to reach full speed
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
Add missing SeekingServerProjectile component
I think this got removed somehow in
87271 and broke homing missiles
Add IMaterialReplacementCallback interface, is called when a material is replaced via a skin
Reinitialise EmissionToggle when it receives this callback, fixes furnaces showing the emisison colour of the vanilla furnace when lit
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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
Fixed backpack slot not properly enabling if the inventory was closed with the underwear picker open
Increase resource havesting rates x3 while in tutorial (for testing, but it might stick around)
Covers ResourceDispenser and CollectibleEntity
Fixed Launcher lock on sounds staying on if the player was looking at something while they disconnected
OnHeldChanged doesn't actually get called in this case so the targeting invoke was still running forever, this cancels the invoke
Also fixed the lock on bar staying visible after reocnnecting if disconnecting while locked onto a target
Kill players mounted to a helicopter in OnKilled instead of DismountAllPlayers, this allows us to pass the correct HitInfo to each player so they see proper kill attribution on the death screen (eg. you were killed by player X with a homing missile instead of just death by helicopter)
Additional NRE checks in HideUntilMobile