userJarryd Campicancel
reporust_rebootcancel

12,358 Commits over 2,101 Days - 0.25cph!

1 Year Ago
Hide the bullet in the magazine if the player has one bullet loaded
1 Year Ago
Final tweaks
1 Year Ago
Conversation screen styling updates
1 Year Ago
S2P bandit town, fixes missing misison marker Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
1 Year Ago
Fixed animator hasAmmo param not getting populated
1 Year Ago
Merge from gate_serialisation_fix
1 Year Ago
Stomp gates.external.high.stone and gates.external.high.wood with the versions from 96185 and manually apply the change from 96208
1 Year Ago
Merge from external_holdtobuild
1 Year Ago
Server compile fix
1 Year Ago
Client compile fix
1 Year Ago
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
1 Year Ago
Merge from child branch (don't know how that happened)
1 Year Ago
Server side check
1 Year Ago
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
1 Year Ago
Cleanup
1 Year Ago
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
1 Year Ago
WIP making cargo dock at both harbors
1 Year Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Fixed DeferredExtension command buffer allocating 62b of garbage every frame
1 Year Ago
First pass on new UI layout for conversations and mission acceptance
1 Year Ago
S2P compound and bandit town
1 Year Ago
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
1 Year Ago
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1 Year Ago
Adjusted minimum font size on tutorial popup
1 Year Ago
FIxed state where tutorial button in menu would show as not usable when it should be usable
1 Year Ago
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
1 Year Ago
Added a metal detector mission objective
1 Year Ago
Match import fbx offsets exactly
1 Year Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
1 Year Ago
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
1 Year Ago
Merge from mission_improvements_may_24
1 Year Ago
Fixed escape key not working anywhere
1 Year Ago
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1 Year Ago
Fixed reload option when selecting a minigun in the inventory not translating properly
1 Year Ago
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
1 Year Ago
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
1 Year Ago
S2P both stables and fishing villages
1 Year Ago
More map marker size adjustments
1 Year Ago
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
1 Year Ago
Shrink vending machine clusters that are too close to mission marker clusters
1 Year Ago
Conversation screen can now be closed with escape
1 Year Ago
Added a map marker for mission providers, displays how many missions are currently available from that provider for the local player
1 Year Ago
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
1 Year Ago
Fixed dialogue graph nre when domain reloading Dialogue graph now persists through domain reloads Dialogue graph now zooms to fit all nodes whens opening
1 Year Ago
Mission editor now detects missing accept/failed/victory effects and shows appropriate warnings Also added some buttons to automatically assign the default effects
1 Year Ago
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1 Year Ago
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
1 Year Ago
Set alpha cutoff to 0 on the tutorial island material, prevents alpha noise causing holes in the terrain in some map size/position combinations