branchrust_reboot/main/mission_create_streamliningcancel

29 Commits over 181 Days - 0.01cph!

3 Days Ago
Remove last uses of node shortnames
3 Days Ago
NPC statements now copied over too
3 Days Ago
Post node data copy
3 Days Ago
Pre node data copy
5 Days Ago
Merge from main
9 Days Ago
Merge from main
10 Days Ago
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
18 Days Ago
Merge from main
44 Days Ago
Merge from main
45 Days Ago
Merge from main
46 Days Ago
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)
46 Days Ago
Unsaved
46 Days Ago
Document icons Add support for showing non item rewards
46 Days Ago
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
46 Days Ago
Safe zone spawn unlock mission boilerplate
48 Days Ago
Updated battery search mission to require 3 batteries
48 Days Ago
Compile fixes
48 Days Ago
Merge from main (NPCTalking conflicts)
7 Months Ago
Merge from main
7 Months Ago
Better generic conversation flow
7 Months Ago
Can now specify which NPC has a mission from the mission inspector
7 Months Ago
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
7 Months Ago
Added an objective Start After Prior Objectives field, bypasses the need to use the old start after completed objectives array
7 Months Ago
Move the scheduling and tutorial systems into a foldout (rarely used, reduces clutter)
7 Months Ago
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
7 Months Ago
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)
7 Months Ago
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
7 Months Ago
Can now specify a name for the newly created asset in the Create asset tool Can now delete child assets of a mission
7 Months Ago
Make the ID field read only Fixed create button on objective fields not working when creating embedded assets