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2,953 Commits over 2,162 Days - 0.06cph!

2 Years Ago
Enable mipmaps for drone and PTZ icons Move drone slightly up when deploying to avoid it clipping the terrain and flinging up
2 Years Ago
Change PTZ zoom to cycle through presets like binoculars
2 Years Ago
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
2 Years Ago
Actually put the Z in the PTZ camera
2 Years Ago
WIP PTZ camera deployable
2 Years Ago
Add crosshair texture from lewis
2 Years Ago
Merge from PTZSecurityCamera
2 Years Ago
Shoot from the camera pos when manually controlling an autoturret Add a placeholder crosshair to the computer station for autoturret aiming
2 Years Ago
Fix manual controlled autoturret shooting at a future aim pos (server was lerping faster than client)
2 Years Ago
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
2 Years Ago
Fix compile after merge Run codegen
2 Years Ago
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2 Years Ago
Merge from rc_drone
2 Years Ago
Significantly reduce the movement leaning for deployed drone
2 Years Ago
Merge from nexus
2 Years Ago
Don't try to send disconnect reason to the server if already disconnected
2 Years Ago
Rebuild missions HUD to use flexbox and RustText Label optional objectives as optional on the HUD
2 Years Ago
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
2 Years Ago
Split the missions panel out of the inventory UI into its own prefab
2 Years Ago
Give bonus rewards for optional objecives if they are complete when finishing the mission
2 Years Ago
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
2 Years Ago
Merge from main
2 Years Ago
Make drone deployable lose control when colliding with players
2 Years Ago
Make drone deployable lose control temporarily when getting damaged sometimes Remove protection from drone deployable
2 Years Ago
Add a mission ofjective type to have X of an item in your inventory, obtained in any way
2 Years Ago
Add mission objective type for crafting specific item(s)
2 Years Ago
Add a mission objective script which requires the player to press a button
2 Years Ago
Update HUD to show failed objectives Automatically mark missions dirty when completing or failing an objective
2 Years Ago
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
2 Years Ago
Merge from nexus
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Add a mission event type for damaging/hurting an entity Add a mission objective to deal X damage to a type of entity
2 Years Ago
Add a generic TryFindNearby method to MissionObjective to reduce duplication
2 Years Ago
Add a new mission objective type to mount a specific mission entity
2 Years Ago
Compile fix for 78845
2 Years Ago
Bring over some of the improvements from the mount objective into the kill objective
2 Years Ago
Earlier exit ProcessMissionEvent if event type isn't relevant to the objective
2 Years Ago
Update ExtendedScriptableObjectDrawer to prompt to embed for a few missed paths
2 Years Ago
Add a new mission objective script to mount a type of entity
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Rename the conversation condition type enum members so Unity renders them nicer
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Don't call OnObjectiveCompleted if the objective is already complete
2 Years Ago
Show mission objective progress on the HUD
2 Years Ago
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)
2 Years Ago
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
2 Years Ago
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)