494 Commits over 214 Days - 0.10cph!
Merge from naval_missions
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists
- Add an option for kills must be in a certain biome to kill objectives
- Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position
- Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot
- Update mission provider dialogue so it makes better sense now that you pick up something decent
- Make the treasure chest it's own prefab rather than a variant
Merge from artist_pack_dlc
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup
- Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
Add DecalOffset component to allow decals to be offset along their relative y-axis
Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
Fix paintball and pistol ammo english strings
Merge from artist_pack_dlc
Fix paintball impact decals sometimes using generic bullet impacts
Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
Merge from naval_missions
Fix some weirdness with how missions were first getting loaded from player state on player entered game
Expand log if loaded objective count data is wrong
Fix issues with clearing missions when resetting player state
Merge from deesea_alarm_component_remove
Commit dev.sand.mat because it's always popping up
Remove sussy muzzle flash effect on deep sea alarm effect prefabs
Merge from analytics_warning_fix
Fix unreachable code causing compiler warning in AnalyticsManager
Merge from naval_missions
Fix error when speaking to a NPC to complete a mission if that mission has no rewards
General cleanup of associated code
Subtract
141960 fix_npc_flanking
Merge from artist_pack_dlc
Update some damage protection properties for paintball damage type
Similar to the water gun the server already sets damage to 0 if we're not hitting the right kind of entity, but made sense to update these anyway
These damage protection properties also had not been configured correctly for bee stings and water
Merge from naval_missions
Reduce default mission valid states work queue budget from 0.3ms to 0.1ms
Merge from missionreward_stack_fix
- Remove option to check inventory space for rewards before completing missions, this is now run on very every mission
- Add some guards to while loop when dispensing rewards to prevent potential infinite loops if something goes wrong
- Getting the total required reward item slots for a mission also correctly checks item slots required for bonus rewards
Merge from naval_missions
Add some logs to help figure out why it's possible for an index to be out of bounds when accessing mission objectives
merge from artist_pack_dlc
Squash compiler warnings on server profiler test
- Fix null exception that could occur from putting paintball overalls on mannequins
- Fix issues with paintball damage, now should only do a tiny amount of damage to players, animals and NPC's, 0 damage to everything else. Does more damage if you're wearing overalls and shooting another player with overalls
- Add separate servervars for scaling standard paintball damage and damage when overalls are on
- Fix paintball colour not updating correctly in local 3rd person camera
- Fixes for when entering network range of another player who is holding a paintball gun, their colour and ammo amount should now be showing correctly
Merge from artist_pack_dlc