389 Commits over 214 Days - 0.08cph!
Fix leaky lists on the server relating to missions
Merge from naval_missions
Don't error log about out of bounds if mission has no rewards, just return
Add settings on RadialSpawnPoint for random rotation on all axes and random y position offset
▆ ▊▇▉▍▉ ▍▉▋█ ▉█▌▋▌▌▌▋▇▋▍▄▌▅
Cherrypick from
138740 (fix player teams error in kill entity mission event)
Merge from naval_missions
- Don't process 'kill entity' mission events if the kill came from a suicide
- When processing kill entity mission events replace the checks for InATeam() (which was checking current team ID value) with a check that the current team is not null
- Add a guard and warning log to InATeam() in case current team ID is valid but Team is null. After removing my usages there is nothing else presently using this function
Merge from naval_missions
- Improve objective resetting for acquire item objectives for scientist safe zone spawn unlock and oil rig raid missions
- Also fixed objective map and compass markers for those missions not working as they should
- Fix being able to focus on invisible objective map markers
Merge from naval_missions
Tropical1 terrain colliders are now on the terrain layer
Objectives that take you into the deep sea are now no longer valid if the deep sea is closed, preventing you from starting these missions until the deep sea opens again.
Deep sea islands objective map marker is now invisible, it wasn't meant to be pointing you to a specific island anyway.
Allow multiple animation event receivers to receive events on viewmodels
Cherrypick from
138603 (mission fixes)
Merge from naval_missions
- Fix tutorial conversations and mission progression
- Fix mission discrepancy warning log which would appear during tutorial
- Fix potential out of bounds exception when accessing mission rewards
Merge from naval_missions
Small improvements to air wolf vendor conversation and some more english dialogue string fixes
NPC's can now have dialogue when you go to talk to them to complete missions.
Set this up for all the new naval missions.
Conversations now exit upon pressing the button to complete a mission.
Merge from naval_missions
Rename new missions to have helpful prefixes
Fix some dialogue options going to the wrong resulting node upon being pressed (bug introduced in
137685 with fix for dialogue options showing the wrong response number)
- Boat vendor on floating cities no longer sells submarines
- Misc improvements to boat vendor dialogue tree
- English string localization fixes for various bits of NPC dialogue
Hide 'Condition Amount' field in blackboard in conversation editor for some condition types for which this is not relevant
Add ammo display deploy fade-in
Fix server/none compile error in MeshTerrainRootRuntimeObject
Merge from naval_missions
Merge from naval_missions
Remove accidentally comitted test script
Make deepSeaFogImages non serialized in BasePlayer (was only a serialized field on the client)
Fix boat scientist hunt mission completing if you talked to the mission provider before killing enough scientists
Underwater labs mission now checks that there are enough boomboxes in a lab for a lab to be valid.
Remove hacky position generators for deep sea, these were not actually generating any positions and just acting as validators that deep sea stuff exists. Better way of checking this now.
Fixes and optimisations for can accept mission checks
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission.
Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
Merge from naval_missions
Remove using from MapMarkerMissionProvider
Merge from naval_missions