branchrust_reboot/main/mission_create_streamliningcancel
30 Commits over 212 Days - 0.01cph!
WIP changes to mission editor. Changes summary:
- Created new TutorialMission type, removed some fields that were no longer needed and moved some things pertaining only to tutorial missions to these. Updated tutorial mission assets to be of this type.
- Renamed some fields on BaseMission and added tooltip descriptions.
- Removed simple mission provider field from missions. Missions which belong to a simple mission provider are now defined on the provider.
- Added FilteredEnum attribute which allows for the inspector to omit drawing one enum value and for defining a new default value for the field on int-backed enums.
Remove last uses of node shortnames
NPC statements now copied over too
Changes to dialogue tree editor:
- Support for new node types (entry node, branch node)
- All dialogue trees now have and start at the entry node, with conditions for which speech node to start at defined in the graph editor window rather than in scripts
- New node creation window
- Nodes are now stored with GUID's and we use these to determine connections rather than shortnames
- Updated all existing conversations to work with these changes, all *should* be mostly working as before. Where some scripts are still relying on shortname values things will break
- Various other small fixes and improvements
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things
Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
Document icons
Add support for showing non item rewards
Switched outpost scientist npc to a generic mission provider
Added support for generic dialogue handling when there are no available missions
Generic mission process is now alloc free
Safe zone spawn unlock mission boilerplate
Updated battery search mission to require 3 batteries
Merge from main (NPCTalking conflicts)
Better generic conversation flow
Can now specify which NPC has a mission from the mission inspector
Generic mission provider can now support multiple missions
Added a new mission type where the player has to go and turn on an object, the object requires a long hold
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
First pass on a new type of NPC that has a generic list of missions
Conversation screen automatically populates at runtime, bypassing the need to create custom conversations for each mission
Autofill icon fields, autofill translation token fields when making new objectives
Added the ability for a mission to override the contents of a container spawned for a mission (so we can reuse a few containers instead of making new ones for each mission)
Missions now autoconfigure a heap of fields when created with the CreateAsset tool (shortname, translation tokens, id's, effects, registers with MissionManifest)
Cuts out around 7 clicks when creating a mission from scratch
Can now specify a name for the newly created asset in the Create asset tool
Can now delete child assets of a mission
Make the ID field read only
Fixed create button on objective fields not working when creating embedded assets