6,993 Commits over 2,771 Days - 0.11cph!
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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
Update ExtendedScriptableObjectDrawer to prompt to embed for a few missed paths
Add a new mission objective script to mount a type of entity
Refactor objectives to use uint identifiers instead of strings so tracking them doesn't require allocations
Update AcquireItem and Harvest objectives to use ItemDefinition references instead of copy pasted item short names
Remove Android status bar translucent from app.json
Fix mission scriptable object preview rendering wrong in the object picker (can't use EditorGUILayout for it)
Also seems to have fixed the inspector preview not being resizable
Rename the conversation condition type enum members so Unity renders them nicer
Expanded the action string stuff in the dialogue editor so templates can be specified
Allow selecting type 'assign mission' which shows a field for the BaseMission so it generates the correct action string internally
Also made this backwards compatible to not break existing conversations
Allow specifying mission conditions in the dialogue editor using a reference to the mission asset instead of copy pasting its ID in
Keep it backwards compatible to not break existing conversations
Don't call OnObjectiveCompleted if the objective is already complete
Show mission objective progress on the HUD
Recycle mission instances when redoing a mission instead of adding a new one
Fix mission time limit not aligning with whats defined (mismatched Time.time and Time.realtimeSinceStartup)
Refactor missions protobufs so instance data is in a separate ,optional message
Only save mission instance data if the mission is in progress
Fix raycast used to prevent positions from being inside rocks
Add some logic into position generators to reroll if the position is occupied by an entity, and move it up to avoid being inside rocks
Fix possible NRE when a mission (incorrectly) has null identifiers (and filled in identifiers in fisherman tackle)