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40 Commits over 31 Days - 0.05cph!

1 Year Ago
Rebuild missions HUD to use flexbox and RustText Label optional objectives as optional on the HUD
1 Year 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
1 Year Ago
Split the missions panel out of the inventory UI into its own prefab
1 Year Ago
Give bonus rewards for optional objecives if they are complete when finishing the mission
1 Year 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
1 Year Ago
Add a mission ofjective type to have X of an item in your inventory, obtained in any way
1 Year Ago
Add mission objective type for crafting specific item(s)
1 Year Ago
Add a mission objective script which requires the player to press a button
1 Year Ago
Update HUD to show failed objectives Automatically mark missions dirty when completing or failing an objective
1 Year 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
1 Year Ago
Add a mission event type for damaging/hurting an entity Add a mission objective to deal X damage to a type of entity
1 Year Ago
Add a generic TryFindNearby method to MissionObjective to reduce duplication
1 Year Ago
Add a new mission objective type to mount a specific mission entity
1 Year Ago
Compile fix for 78845
1 Year Ago
Bring over some of the improvements from the mount objective into the kill objective
1 Year Ago
Earlier exit ProcessMissionEvent if event type isn't relevant to the objective
1 Year Ago
Update ExtendedScriptableObjectDrawer to prompt to embed for a few missed paths
1 Year Ago
Add a new mission objective script to mount a type of entity
1 Year 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
1 Year 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
1 Year Ago
Rename the conversation condition type enum members so Unity renders them nicer
1 Year 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
1 Year 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
1 Year Ago
Don't call OnObjectiveCompleted if the objective is already complete
1 Year Ago
Show mission objective progress on the HUD
1 Year 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)
1 Year 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
1 Year 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)
1 Year Ago
NRE fix in mission validation
1 Year Ago
Make entity spawning for missions optionally lazy/deferred Mission objectives can now list entity identifiers they depend on to make them spawn when started Fix MissionEntity component not being restored + set up when loading a save Add validation to check for duplicated position/entity identifiers, and for missing entity identifiers (which are now required)
1 Year Ago
More mission validations
1 Year Ago
Add some validation logic into the BaseMission editor to highlight possible issues with the configurations
1 Year Ago
Lazy evaluation for mission point generators Fix blocked points not restoring when loading from a save
1 Year Ago
Allow choosing what a PositionGenerator is relative to (player/provider/other position) Add a property drawer for PositionGenerator to hide fields which arent relevant for the given settings
1 Year Ago
Update mission dependencies to specify them with a reference to the BaseMission SO instead of copy pasting its short name
1 Year Ago
Custom editor for BaseMission to keep things more organized Preview area of the inspector shows a formatted overview of the mission so you don't need to expand different fields to figure out what it's about
1 Year Ago
Make MissionObjective SO abstract so the Create button shows a menu for the type of objective to create Update MissionObjective_KillEntity to use BaseEntityRef instead of manually entered entity ID numbers
1 Year Ago
Missed change to ResourceRef (should've been with cs78563)
1 Year Ago
Add a fork of ExtendedScriptableObjectDrawer so we can show/edit referenced ScriptableObjects inline in the editor Changes allow creating new SO instances embedded into the parent SO instead of as a separate asset Enabled that on MissionObjectives and WorldPositionGenerator SOs
1 Year Ago
Add BaseEntityRef which works like GameObjectRef but to refer to BaseEntity specifically The object picker in the editor will automatically filter to BaseEntity prefabs too