12,334 Commits over 2,223 Days - 0.23cph!
Fixed vine visual stopping animation if a vine swing was started less than 2s after the last vine swing
Merge from vsync_limit_fix
Disable vsync while the game is in background if limit fps in background is enabled
Merge from scientist_spawners_enabled_fix
Fix tunnel dwellers still spawning when scientist_spawners_enabled is set to false
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Fixed being able to swap items into containers marked NoPlayerInput (old bug, but relevant with the new mission containers)
Convert the conversation panel entirely to flex text, rip out a dozen different layout hacks, improved performance from 2ms/frame while text is animating to 0.1ms/frame
Immediately send respawn options when finishing the mission so it appears on the map
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'
Block the compound respawn mission in softcore
Reapply
123918, fix missing loot panels on client (not cherry picked as it was done directly on Aux2)
Subtract
123921 (was meant for aux2)
Remove a transform find by name every frame when conversations are animating
ConversationManager cleanup - no longer spawns and destroys a new client side gameobject per conversation
ConversationManager is now a static class
Fixed the text animation not working on dynamic mission conversation pages
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
Adjust how we open loot to try and solve missing loot panel issue
Container open and close sounds
Document move sounds
Fix mission container accepting player items
Merge from outpost_spawning
Merge from toolgun_deploy_fix
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Fixed missing toolgun deploy sfx
Merge from nametag_streamer_fix
Fixed nametags on top of players heads not updating if streamer mode was toggled mid game
Converted the mission info panel to a flex element
Add a mission complete screen (pretty wip right now)
Created a drop down property drawer for position fields, makes hooking up mission positions a lot easier
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
Add document spawn points to other fishing villages
Merge from compiled_field_fixes
Fixed serializable fields being compiled out in:
CommunityEntity.UI.FadeOut
CommunityEntity.UI.Countdown
DDraw
FPSLogger
EggUpdater
ItemStoreItem
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