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813 Commits over 365 Days - 0.09cph!

7 Months Ago
Merge from naval_missions
7 Months Ago
Merge from naval_missions
7 Months Ago
Remove accidentally comitted test script
7 Months Ago
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
7 Months Ago
Merge from naval_update
7 Months Ago
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
7 Months Ago
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid. Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
7 Months Ago
Fixes and optimisations for can accept mission checks
7 Months Ago
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission. Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
7 Months Ago
Merge from naval_missions
7 Months Ago
Remove using from MapMarkerMissionProvider
7 Months Ago
Merge from naval_missions
7 Months Ago
Post merge fixes
7 Months Ago
Merge from naval_update
7 Months Ago
Mission map objective markers now work with the deep sea exit marker for objectives that lead you out of the deep sea
7 Months Ago
Client now requests update to what available missions they have when: - Accepting a new mission - Opening the map - Toggling visibility of mission provider markers in map - Deep sea opens whilst map is open Requests are RPC rate limited
7 Months Ago
Post merge fixes
7 Months Ago
Merge from naval_update
7 Months Ago
Fix compile error
7 Months Ago
- Add teleport2nearest console command to teleport to nearest target entity. Can pass in optional arg to teleport to nth closest entity - Add optional arg to completeMissionStage to block objective resetting
7 Months Ago
- Move conversation response and can accept mission checks to be run entirely on the server. This fixes issues with players potentially seeing invalid dialogue choices - Fix another instance of the wrong list being reset to the pool in NPCMissionProvider - Fix invalid mission instances potentially not being handled when generating mission protobuf - Fix dialogue options showing the wrong option number - Replace various Lists with BufferLists - Cleanup some english strings for existing NPC dialogue
7 Months Ago
Viewmodel prefab changes for ammo display
7 Months Ago
Code support for burst mode and low ammo indicators
7 Months Ago
Add digital ammo counter
7 Months Ago
Merge from radial_context_fix
7 Months Ago
Cherrypick fix from 137044
8 Months Ago
Can now sleep in beds via the radial context menu Just a mount pose, has no effect other than extreme immersion
8 Months Ago
Fix bug where last segement in radial context menu could devour the entire radius (this can be easily cherrypicked to main)
8 Months Ago
- Can now name horses via the horse details panel - General improvements to how chicken names were being updated too - Small cleanup of bits relating to recent horse medical syringe changes
8 Months Ago
Cherrypick 136678 and 136674 from naval_missions
8 Months Ago
Fix collection modified exception in MissionEnded
8 Months Ago
Fix issue with potential null boomboxes on underwater labs mission start
8 Months Ago
- Setup objective resetting for go to underwater lab objective - Removed serialized mission icon definitions from mission assets, instead paired these with an enum value in new MissionIconsConfig scriptable object. Objectives have a virtual method to define which icon type should be used per objective. SpeakWith type objectives now use the talk with mission provider speech bubble icon, other objective types use the generic mission icon - Setup being able to have multiple active objective markers on the map and compass at once - Fix issue with check for prerequisite objectives
8 Months Ago
Fix client compile error
8 Months Ago
Merge from naval_update
8 Months Ago
- NPC dialogue panel no longer appears clickable when clicking does nothing - Improvements for resetting some objective types, setup for the deep sea islands and floating city missions. Affected objectives will no longer appear as complete if you no longer meet their complete criteria - Add 'blockReset' to objective statuses. Used to block objectives from resetting themselves if they are auto completed by another objective - Moved mission point for floating city to be the a zeroed child transform of Casino Barge - Map markers now get updated immediately upon opening and closing map - Fix SpeakWith objective types showing pings outside of the tutorial - SpeakWithTargetNPC now properly updates the objective location - Objective ShouldShowOnMap now also checks if prerequisite objectives are met - Objectives now check if prerequisite objectives are met before marking themselves as started - Fix missions list in map sometimes not showing active missions - Fix rotation of map mission marker for the deep sea entrance portal - Cache update map markers delegate
8 Months Ago
Merge from horse_medsyringe_healing
8 Months Ago
Fix mission event for healing using wrong prefab ID
8 Months Ago
Merge from naval_update
8 Months 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
8 Months Ago
Fix compile error
8 Months Ago
Merge from floating_cities
8 Months Ago
Adjust floating city mission provider transform on Casino Barge Run S2P for floating city scenes
8 Months Ago
Merge from naval_update
8 Months Ago
Merge from naval_missions
8 Months Ago
Run S2P on a bunch of scenes due to updated NPC prefabs
8 Months Ago
Merge from naval_missions
8 Months Ago
Deep sea prefab variants missing from manifest entity list
8 Months Ago
Post merge fixes
8 Months Ago
Merge from naval_update