6,655 Commits over 2,557 Days - 0.11cph!
Change PTZ zoom to cycle through presets like binoculars
Adjust zoom speed to change much slower
Adjust pitch/yaw clamps for PTZ camera
Update crosshair color to be more visible
Fix client/server compile
Actually put the Z in the PTZ camera
WIP PTZ camera deployable
Add crosshair texture from lewis
Merge from PTZSecurityCamera
Shoot from the camera pos when manually controlling an autoturret
Add a placeholder crosshair to the computer station for autoturret aiming
Fix manual controlled autoturret shooting at a future aim pos (server was lerping faster than client)
Allow deploying drone in places where building isn't allowed cause it's just a drone
Fix fog not resetting immediately when exiting the computer station
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Fix compile after merge
Run codegen
Significantly reduce the movement leaning for deployed drone
Expo SDK 47, fix publishTime
Set update channel for release builds
Don't try to send disconnect reason to the server if already disconnected
Rebuild missions HUD to use flexbox and RustText
Label optional objectives as optional on the HUD
Rebuild the missions UI using flexbox
Show bonus rewards on the missions UI as they unlock
Fix missions UI not refreshing rewards fully when updating
Split the missions panel out of the inventory UI into its own prefab
Give bonus rewards for optional objecives if they are complete when finishing the mission
Remove copy of mission rewards in mission instance protobufs, use the original from the mission SO instead
Set up custom editor for mission objective entries
Initial setup for supporting bonus rewards for completing optional objectives
Make drone deployable lose control when colliding with players
Make drone deployable lose control temporarily when getting damaged sometimes
Remove protection from drone deployable
Add a mission ofjective type to have X of an item in your inventory, obtained in any way
Add mission objective type for crafting specific item(s)
Add a mission objective script which requires the player to press a button
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Update HUD to show failed objectives
Automatically mark missions dirty when completing or failing an objective
Add a mission objective script to deal X damage to a specific mission entity
Fail the objective if the target entity is not found anymore
Add an option to specify if an objective is required, and if it is then failing it will fail the mission
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Add a mission event type for damaging/hurting an entity
Add a mission objective to deal X damage to a type of entity
Add a generic TryFindNearby method to MissionObjective to reduce duplication
Add a new mission objective type to mount a specific mission entity
Bring over some of the improvements from the mount objective into the kill objective
Earlier exit ProcessMissionEvent if event type isn't relevant to the objective