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280 Commits over 153 Days - 0.08cph!

3 Days Ago
Add digital ammo counter
3 Days Ago
Merge from radial_context_fix
3 Days Ago
Cherrypick fix from 137044
6 Days Ago
Can now sleep in beds via the radial context menu Just a mount pose, has no effect other than extreme immersion
6 Days Ago
Fix bug where last segement in radial context menu could devour the entire radius (this can be easily cherrypicked to main)
6 Days Ago
- Can now name horses via the horse details panel - General improvements to how chicken names were being updated too - Small cleanup of bits relating to recent horse medical syringe changes
9 Days Ago
Cherrypick 136678 and 136674 from naval_missions
9 Days Ago
Fix collection modified exception in MissionEnded
9 Days Ago
Fix issue with potential null boomboxes on underwater labs mission start
14 Days Ago
- Setup objective resetting for go to underwater lab objective - Removed serialized mission icon definitions from mission assets, instead paired these with an enum value in new MissionIconsConfig scriptable object. Objectives have a virtual method to define which icon type should be used per objective. SpeakWith type objectives now use the talk with mission provider speech bubble icon, other objective types use the generic mission icon - Setup being able to have multiple active objective markers on the map and compass at once - Fix issue with check for prerequisite objectives
14 Days Ago
Fix client compile error
14 Days Ago
Merge from naval_update
14 Days Ago
- NPC dialogue panel no longer appears clickable when clicking does nothing - Improvements for resetting some objective types, setup for the deep sea islands and floating city missions. Affected objectives will no longer appear as complete if you no longer meet their complete criteria - Add 'blockReset' to objective statuses. Used to block objectives from resetting themselves if they are auto completed by another objective - Moved mission point for floating city to be the a zeroed child transform of Casino Barge - Map markers now get updated immediately upon opening and closing map - Fix SpeakWith objective types showing pings outside of the tutorial - SpeakWithTargetNPC now properly updates the objective location - Objective ShouldShowOnMap now also checks if prerequisite objectives are met - Objectives now check if prerequisite objectives are met before marking themselves as started - Fix missions list in map sometimes not showing active missions - Fix rotation of map mission marker for the deep sea entrance portal - Cache update map markers delegate
17 Days Ago
Merge from horse_medsyringe_healing
17 Days Ago
Fix mission event for healing using wrong prefab ID
20 Days Ago
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20 Days Ago
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20 Days Ago
Merge from naval_update
20 Days Ago
- Fix deep sea map marker jitter - Clicking a mission in map view now centers on the deep sea marker if next objective is in the deep sea
21 Days Ago
Fix compile error
21 Days Ago
Merge from floating_cities
21 Days Ago
Adjust floating city mission provider transform on Casino Barge Run S2P for floating city scenes
21 Days Ago
Merge from naval_update
21 Days Ago
Merge from naval_missions
21 Days Ago
Run S2P on a bunch of scenes due to updated NPC prefabs
21 Days Ago
Merge from naval_missions
21 Days Ago
Deep sea prefab variants missing from manifest entity list
21 Days Ago
Post merge fixes
21 Days Ago
Merge from naval_update
21 Days Ago
- Setup metal detector source spawn points for rest of the deep sea islands - Remove NPC name from ConversationData and added to NPCTalking, prevents some NPC's from having names defined in different places - Made placeholder floating city mission provider look not placeholder - Improved how we retrieve conversation data node names
22 Days Ago
Merge from horse_medsyringe_healing
22 Days Ago
Fix horse buff icons not disappearing on the client when the modifier gets removed Rebalance speed boost following feedback
22 Days Ago
- Fix issue where loaded mission data could retrieve an invalid active mission index - Improvements for how map and compass mission markers handle deep sea locations - Various bits of cleanup to places retrieving the active mission instance from a player
23 Days Ago
Merge from horse_medsyringe_healing
23 Days Ago
- Fix horse health not updating correctly in main vitals HUD - Horse health now gets a special horse icon in the vitals HUD. Cog icon is still used for other vehicles - Fix medical syringe showing horse speed boost as an incorrect percentage, now shows extra km/h
23 Days Ago
Post merge regen things
23 Days Ago
Merge from naval_update
24 Days Ago
Merge from horse_medsyringe_healing
24 Days Ago
Update analytics event
24 Days Ago
Revert transform and collider changes that somehow snuck back in
24 Days Ago
Fix compile errors and reduce speed gained
24 Days Ago
- Horses can now be healed with medical syringes, in the same way we can heal other players - Medical syringes act as performance enhancing drugs for horses, giving a temporary boost to max gallop speed and a small replenishment of stamina (horse drugs are in Rust now) - Bandages do not work on horses - only syringes - All of above subject to change - Modified MedicalTool so that it can work for other entity types other than players. Added IMedicalToolTarget which we can attach to entities which we want to targetable, and handling per entity is now done on the entity rather than on the MedicalTool - Add TryGetOwnerPlayer to HeldEntity and TryGetEntity to BaseNetworkable as slightly neater ways of calling their respective methods
27 Days Ago
Make floating city delivery mission non repeatable
27 Days Ago
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
27 Days Ago
- Add deep sea island treasure hunt mission, given from Vagabond in outpost - Setup metal detector sources for deep sea islands, only setup for tropical1 for now. Metal detector sources in the deep sea have their own loot list - Add IsValidSource to IMetalDetectable. Useful for defining spawned sources which can only be detected by players under certain circumstsances - Add 'soft completed' flag to objective statuses as an additional way of handling objective progress - Add ability to hide objective progress in mission objectives todo HUD
30 Days Ago
Merge from naval_missions
30 Days Ago
Codegen, rebuild phrases, update manifest Run FishingVillageB S2P
30 Days Ago
Merge from naval_update
30 Days Ago
- Add support for incremental bonus rewards, to dispense a reward depending on how close we got to the objective target. Setup for underwater labs bonus objective - Add option for distance threshold for kills from team members on KillEntity objective types. Enabled this and set to 50m for the scientist boat hunt mission objective - Decreased scientist boat hunt target amount to 8 and updated mission phrases to be specific to RHIB - Increased wood item amount for floating city wood delivery mission
30 Days Ago
- Add ability to hide mission markers on map and compass per objective. Set this up for underwater labs mission, so compass marker disappears whilst within the vicinity of the lab. Marker stays visible on map to indicate the general mission area - Modify mission location to belong to each objective rather than a single mission location belonging to the mission instance to enable having more than one marker for a mission active at once (not fully setup yet) - Add some client equivalent methods on missions for Think and OnObjectiveStart. Did not end up using these but leaving them as could be useful - Separate out the methods for flagging missions protobuf data as dirty and saving that data. Saved a few instances where we were uneccessarily generating and sending data more than once in a server update cycle - Made ObjectiveStatus poolable and removed associated allocations - Fix kill entity mission objectives being incremented twice if kills from team members are enabled - Fix mission fail timer not using Unix time - Bump network protocol due to updated protobuf