128,083 Commits over 4,201 Days - 1.27cph!
Fixed Steam DLC prices currency mismatch in the in-game store
Make floating city delivery mission non repeatable
Change phrase drawer colour to be transparent so it's more readable in certain circumstances
- 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
Remove leftover debugging logs and restore debug commented out code.
Lower abandoned cabins puzzle reset radius from 30m -> 20m (same as build block zone) to prevent sleepers getting killed inside their base
Fix auto correct not working when chaining commands, fix extra tabs getting added when selecting an autocomplete button.
Add fail animation hook for fail throwing flares from helis
flare viewmodel - 1st pass fail anim and animator setup
merge from terrain_potato_disable
building_planner_viewmodel -> main
Added a mask for the dlc tab
PTBoat 50cal turret and loot storage sound changes
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
Fixed owned Steam dlc not being added to the owned items dict
merge from helicopter_flare_balance_pass -> main
codegen + protobufs after merge conflict resolution
change flare entity proto enum to dodge naval update conflicts
HeightData baking support
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Moved storage adaptor protobuf to 217
209 to 216 is reserved for naval_update
Codegen
code clean up, fix change for dropping grenades
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Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water
- both are querying shore vector and water depth information from the same points, we should do this in one place and
- need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
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Syringe animation updates
Merge: from save_viewer_extras
- Save viewer can now filter for mobile(Sync Position) prefabs
- It can also aggregate by prefab
Tests: opened a save from the playtest
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not
Shows count in aggregate mode, otherwise shows ID and Parent ID
Tests: opened a save from playtest
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
Update(editor): SaveViewer - sort aggregates in descending order by default
Tests: viewed a save in aggregate mode
Update(editor): SaveViewer - add toggle to aggregate by prefab
Tests: inspected aggregated entities from playtest save
Fix scientists rushing when grenade throw fails
Remove the animation on build