userlamalovecancel
reporust_rebootcancel

3,023 Commits over 2,223 Days - 0.06cph!

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)
2 Years Ago
NRE fix in mission validation
2 Years 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)
2 Years Ago
More mission validations
2 Years Ago
Add some validation logic into the BaseMission editor to highlight possible issues with the configurations
2 Years Ago
Lazy evaluation for mission point generators Fix blocked points not restoring when loading from a save
2 Years 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
2 Years Ago
Update mission dependencies to specify them with a reference to the BaseMission SO instead of copy pasting its short name
2 Years 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
2 Years 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
2 Years Ago
Missed change to ResourceRef (should've been with cs78563)
2 Years 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
2 Years 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
2 Years Ago
Rename the convar to skip asset warmup because it causes crashes and shouldn't be used
2 Years Ago
Merge from load_cancel_fix
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
▆▋▆█ ▄▆▌ ▇▌▋▊▄ █▄ ▄▅▉█ ▍▋▄▉▋ ▄▌▍▇ █▋▇ ▊▊▌▄▅▍▄▆█▅▄ █▋▇█▄ ▋█▍▇▍▍█ ▇▉ ▋▍▅ ▊▅▌▇ ▉▉▄▍▅▇▍▅▅▇▄
2 Years Ago
Enable fog when RC controlling an autoturret to show their range Scale up the autoturret's laser dot while RC controlling so it can be used as a crosshair
2 Years Ago
Refactor a bit so multiple people can connect to RC entities at the same time Only one player will receive control over RC entities which can be controlled though Computer station UI will show if you are in 'viewing only' mode when someone else has control Fix compile errors in different build modes
2 Years Ago
Remove IRemoteControllable.Occupied Pass the playerID to IRemoteControllable.StopControl so entities can know who stopped accessing it
2 Years Ago
Make sure the CCTV resyncs its angles on the client to match the server in case they somehow desync
2 Years Ago
Client predicted pan/tilt for CCTV cameras from computer station
2 Years Ago
Calculate and use delta time between server ticks for autoturret lerping (because it uses invokes instead of update) Add RealTimeSinceEx for similar functionality with extended precision
2 Years Ago
Remove external viewer flag logic from CCTV (unused)
2 Years Ago
Only allow changing an autoturret's RC identifier if the other settings can be changed too
2 Years Ago
Clamp aim direction when controlling an autoturret
2 Years Ago
Add client predicted aiming for RC controlled autoturret
2 Years Ago
Set up RC logic on autoturret Make use of IRemoteControllable.Occupied to only allow one player to control drones/autoturrets at a time
2 Years Ago
Refactor computer station so bookmarks only remember the camera identifiers (no more entity IDs) Fixes drone bookmarks not working after picking up and redeploying it
2 Years Ago
IRemoteControllable changes to use playerID instead of BasePlayer instances Implement CanControl on Drone so only one player can control it at a time