userMartyn Chapmancancel
branchrust_reboot/main/naval_update/naval_missionscancel

115 Commits over 91 Days - 0.05cph!

35 Days Ago
Merge from naval_update
35 Days Ago
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
36 Days Ago
Run S2P on a bunch of scenes due to updated NPC prefabs
36 Days Ago
Deep sea prefab variants missing from manifest entity list
36 Days Ago
Post merge fixes
36 Days Ago
Merge from naval_update
36 Days Ago
- Setup metal detector source spawn points for rest of the deep sea islands - Remove NPC name from ConversationData and added to NPCTalking, prevents some NPC's from having names defined in different places - Made placeholder floating city mission provider look not placeholder - Improved how we retrieve conversation data node names
37 Days Ago
- Fix issue where loaded mission data could retrieve an invalid active mission index - Improvements for how map and compass mission markers handle deep sea locations - Various bits of cleanup to places retrieving the active mission instance from a player
38 Days Ago
Post merge regen things
38 Days Ago
Merge from naval_update
42 Days Ago
Make floating city delivery mission non repeatable
42 Days Ago
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
42 Days Ago
- Add deep sea island treasure hunt mission, given from Vagabond in outpost - Setup metal detector sources for deep sea islands, only setup for tropical1 for now. Metal detector sources in the deep sea have their own loot list - Add IsValidSource to IMetalDetectable. Useful for defining spawned sources which can only be detected by players under certain circumstsances - Add 'soft completed' flag to objective statuses as an additional way of handling objective progress - Add ability to hide objective progress in mission objectives todo HUD
45 Days Ago
Codegen, rebuild phrases, update manifest Run FishingVillageB S2P
45 Days Ago
Merge from naval_update
45 Days Ago
- Add support for incremental bonus rewards, to dispense a reward depending on how close we got to the objective target. Setup for underwater labs bonus objective - Add option for distance threshold for kills from team members on KillEntity objective types. Enabled this and set to 50m for the scientist boat hunt mission objective - Decreased scientist boat hunt target amount to 8 and updated mission phrases to be specific to RHIB - Increased wood item amount for floating city wood delivery mission
45 Days Ago
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area - Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet) - Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful - Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle - Made ObjectiveStatus poolable and removed associated allocations - Fix kill entity mission objectives being incremented twice if kills from team members are enabled - Fix mission fail timer not using Unix time - Bump network protocol due to updated protobuf
49 Days Ago
Commit progress - Setup bonus objective for underwater labs mission - Add persistent mission entities to MissionInstance, for tracking entities which exist outside of the mission and are not spawned as part of the mission. Entity info added alongside spawned mission entities in mission protobuf data - Small improvements for Divemaster and Hunter conversation dialogue - Fix NRE when opening dialogue graphs which contain speech nodes with several fail conditions - Small improvement for displaying mission list node - Add attribute and property drawer for ConversationData to display button to open graph view where a ConversationData asset is displayed in the inspector - Improved BaseMission editor inspector for objectives - String optimisation for MissionsHUDToDo - Conversation panel size no longer appears to quickly change after pressing a response and then waiting for server response
53 Days Ago
Codegen
53 Days Ago
Merge from naval_update
53 Days Ago
Fishing villages S2P
56 Days Ago
- Changes to how conversation data is saved from the dialogue editor graph - Fix oil rig mission item shortname - Dialogue options populated through a mission list node now display a mission icon next to the dialogue choice, indicating the option is a mission name. Added flex elements to dialogue option UI to support this - Fixed issue where displayed dialogue option number could be wrong when displaying a mission list node - Can now talk to NPC's whilst using noclip
57 Days Ago
Post merge fixes: - Fix phrase conflict - Rebuild manifest
58 Days Ago
- Add mission relating to underwater labs, given by fishing village Divemaster - Some small improvements to existing Divemaster dialogue - Fix dialogue graph node connections not being deleted with the node - Add string identifier field to mission event payload - Dialogue graph now saves before closing due to an assembly reload - Fix NPCMissionProvider releasing the wrong list to pool Some fixes for the boombox as it relates to the new mission: - Boombox play phrase no longer refers to a cassette tape if there is no valid tape inserted - Microoptimizations to boombox distance checks
2 Months Ago
Reapply oilrig monument changes for mission
2 Months Ago
Merge from naval_update
2 Months Ago
Improvements to dialogue graph speech nodes, they now look nicer FIx for recent change to LocalizationTokenDrawer, label text should now being displayed correctly
2 Months Ago
Merge from naval_update
2 Months Ago
Reapply monument changes
2 Months Ago
Merge from naval_update
2 Months Ago
Fix compile error
2 Months Ago
Add mission to hunt deep sea RHIB scientists, given to placeholder floating city mission provider
2 Months Ago
- Adds additional mission from Lumberjack to pay a visit to a floating city - Update Lumberjack to support dispensing more mission types - Update Lumberjack dialogue tree, slightly better responses for having recently completed missions and having no missions available - Add temp new NPC on floating city for new missions - Update mission list dialogue tree node to support having different dialogue depending on the selected mission - Add option for kills from team members counting towards kill entity type mission objectives (does not affect existing missions)
2 Months Ago
Revert change to EditorSettings
2 Months Ago
Merge from naval_update
2 Months Ago
Fix how phrases were being displayed and edited in conversation graph editor, now utilizes the custom editor for phrases
2 Months Ago
Cleanup
2 Months Ago
Codegen again I guess
2 Months Ago
Codegen
2 Months Ago
Merge from naval_update
2 Months Ago
- Various fixes for oil rig mission - Bonus rewards are now displayed in the mission complete screen if you achieved them - Various fixes and improvements for how rewards are displayed in the editor mission preview window~ - Bonus rewards can now also be non-items - Cleanup bits of MissionsHUD, moved UpdateTImeText to InvokeRepeating
2 Months Ago
Codegen and localization rebuild
2 Months Ago
Merge from naval_update
2 Months Ago
Restore mission rewards rebalance lost in merge
3 Months Ago
Merge from naval_update
3 Months Ago
- Finish objectives for oil rig mission, assigned as new available mission from Outpost scientist - Optional objectives are now prefixed as optional in the mission preview conversation dialogue - Fix some issues with new reward choices - Remove ShowIf attribute, was not working well enough across the board - Add TryGetEntity to EntityRealm, works like Find but a little neater
3 Months Ago
Merge from naval_update
3 Months Ago
Fixes to get choice of mission rewards working properly If a mission has no choice over rewards (the same list of rewards gets dispensed each time), this should appear and function the same as it did before
3 Months Ago
Merge from naval_update
3 Months Ago
More progress on choice of mission rewards - Rudimentary UI for previewing and selecting rewards in mission screen - More work on mission editor inspector nicely working with new rewards data