userMartyn Chapmancancel

494 Commits over 214 Days - 0.10cph!

3 Months Ago
Merge from naval_update
3 Months Ago
Merge from horse_medsyringe_healing
3 Months Ago
Update analytics event
3 Months Ago
Revert transform and collider changes that somehow snuck back in
3 Months Ago
Fix compile errors and reduce speed gained
3 Months Ago
- Horses can now be healed with medical syringes, in the same way we can heal other players - Medical syringes act as performance enhancing drugs for horses, giving a temporary boost to max gallop speed and a small replenishment of stamina (horse drugs are in Rust now) - Bandages do not work on horses - only syringes - All of above subject to change - Modified MedicalTool so that it can work for other entity types other than players. Added IMedicalToolTarget which we can attach to entities which we want to targetable, and handling per entity is now done on the entity rather than on the MedicalTool - Add TryGetOwnerPlayer to HeldEntity and TryGetEntity to BaseNetworkable as slightly neater ways of calling their respective methods
3 Months Ago
Make floating city delivery mission non repeatable
3 Months Ago
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
3 Months 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
3 Months Ago
Merge from naval_missions
3 Months Ago
Codegen, rebuild phrases, update manifest Run FishingVillageB S2P
3 Months Ago
Merge from naval_update
3 Months 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
3 Months 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
4 Months Ago
Chainsword engine now always starts, matches base chainsaw
4 Months 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
4 Months Ago
Codegen
4 Months Ago
Merge from naval_update
4 Months Ago
Fishing villages S2P
4 Months 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
4 Months Ago
Post merge fixes: - Fix phrase conflict - Rebuild manifest
4 Months Ago
Fixes for Lumberjack and Outpost scientist NPC's
4 Months 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
4 Months Ago
Set boat scientist mission hunt objective to only progress if the objective has started
4 Months Ago
Fix potential index out of range exception when displaying mission rewards during conversation
4 Months Ago
Fix mission item pickup being setup wrong on small oil rig
4 Months Ago
Merge from naval_missions
4 Months Ago
Better patch solution that should prevent potential "Attempted to read past the end of the BufferStream" exceptions
4 Months Ago
Add ServerVar 'global.legacymonumentnotifications' for forcing old monument notification behaviour (UI message, no sounds)
4 Months Ago
Reapply oilrig monument changes for mission
4 Months Ago
Merge from naval_update
4 Months Ago
Post merge compile fix
4 Months Ago
Merge from main
4 Months Ago
Fix new notification sounds not responding to volume controls Remove command for debugging oil rig server reset, no longer needed
4 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
4 Months Ago
Merge from naval_update
4 Months Ago
Merge from naval_update/floating_cities
4 Months Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
4 Months Ago
Merge from monument_notification_sounds
4 Months Ago
4 Months Ago
Merge from monument_notification_sounds
4 Months Ago
Fix for oil rig notification not working on server restart 🤞
4 Months Ago
Merge from monument_notification_sounds
4 Months Ago
Potential fix for sounds not responding to volume controls in build
4 Months Ago
Merge from monument_notification_sounds
4 Months Ago
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn - Add convar for reenabling monument toast notifications - Add debug convar to figure out what's going wrong with oil rig notifications - Protocol increment for modified RPC's
4 Months Ago
Merge from monument_notification_sounds
4 Months Ago
Merge from main
4 Months Ago
Fix issues with oil rig sound notification prefab
4 Months Ago
Merge from naval_missions