12,382 Commits over 2,101 Days - 0.25cph!
Fixed wheel loading in invalid rotation if saved before
85774
Wheel will now always be reset to default position on server boot (although we could revert this behaviour after the wipe if needed)
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Properly parse for valid, non-escaped rich text in the user portion of the chat message
Also fixes chat.add not parsing emoji correctly in a better way than the fix on emoji_rich_text_fixes
Fix emoji not working if the players username has a '<' symbol in it
Starting next conversation stage
Cleaned up conversation flow on tutorial npc
Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
Finish off cooking tutorial
Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint)
Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events
Added consume mission objective type
Added warnings for mismatched file id and mission not being assigned to manifest
Some rich text handling improvements when using chat.add, still has some issues
Fixed exception and emoji's failing to load if the emoji gallery was closed and reopened while emoji's were being downloaded from the server
Emoji's now download faster (was every 1.5s, now 1s)
New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved
New IgniteOven mission objective type
Started on follow up cooking mission
The learn button will no longer appear on blueprints if the blueprint is already learned or is a default blueprint
Fixed emoji's not loading properly on the client if there were more than 4 custom emoji on the server
Server emoji's will now load in gradually, 1 emoji per second to avoid hitting the server rate limit
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Fixed emoji rendering on clan chat
Final (hopefully) rich text emoji fix
Fixed active campfire mesh going missing when parented to a moving Tugboat (see HasDisabledRenderers in BaseEntity.Parenting, this behaviour should only occur on BaseOven entities)
Fixed campfire model having an extra duplicated LOD group
Fixed exception when opening the card game UI for the second time in a session
Disabled support for emoji's in usernames, causes various rich text parsing issues
Partially fixed some parsing issues when inserting rich text tags into the chat box (they aren't supported, but still)
Error wrapping for TextTargetOnOnPreRenderText
Disable emojiOwnershipCheck and remove convar (no emoji requires ownership)
Added TestMission field on Tutorial Island component, if set the tutorial will launch into that tutorial instead of starting the NPC conversation
Resource dispenser pings now work for corpses
Started on a hunting mission
Some folder cleanup
Fixed tutorial resource pings not working with multiple resources tagged at once
Fixed tutorial resource pings not working on hemp collectables
Fixed crafting menu not updating immediately when the crafting menu is opened
Rock and torch are always allowed to be crafted
Player model now looks for colliders on the transparent layer for footstep effects, fixes footstep sounds not playing when walking over a collider that's on the transparent layer for gameplay reasons (eg. sewer_chimney_top)
Fixed jackhammer not playing third person animations
Fix campfires not affecting the temperature of nearby players when deployed on a tugboat (local space issue)
Fixed spinner wheel not rotating in local space when mounted on a tugboat
Fixed not being able to rotate wood storage box
Fix emoji fields allowing user controllable rich text
Set up more deployable guides, fixed some issues with deployment tracking
WIP second stage build mission
Building guides can now be activated for specific missions
Conversations can now be marked as non-cancellable, hides the close button on the conversation UI (always show in the editor for faster testing)
Can now toggle whether a mission can be abandoned, disables the Abandon button in the inventory mission UI
Add debug.completeMission
Add debug.completemissionstage will complete the first non-completed stage if no argument is provided, otherwise you can pass an index to complete a specific objective
Use AssetPool for industrial pipe meshes
Stacked items that meet the threshold for a different world model will now regenerate the correct worldmodel