branchrust_reboot/main/mission_create_streamlining/outpost_spawningcancel
32 Commits over 0 Days - ∞cph!
Fixed another way of transferring items into containers that are marked PlayerItemInputBlocked
Fixed bandit town softcore spawn point appearing in primitive mode
S2P bandit town
Fixed mission provider name not appearing on map in outpost
Compound S2P
Fix static respawn zones not saving
Fixed being able to swap items into containers marked NoPlayerInput (old bug, but relevant with the new mission containers)
Convert the conversation panel entirely to flex text, rip out a dozen different layout hacks, improved performance from 2ms/frame while text is animating to 0.1ms/frame
Immediately send respawn options when finishing the mission so it appears on the map
Fixed safe zone spawn mission not working in primitive
GameModeSpawnGroup will now accept the tag 'vanilla' which will pass if no game mode is loaded
Added RequiredGameModeTags to BaseMission, also accepts 'vanilla'
Block the compound respawn mission in softcore
Remove a transform find by name every frame when conversations are animating
ConversationManager cleanup - no longer spawns and destroys a new client side gameobject per conversation
ConversationManager is now a static class
Fixed the text animation not working on dynamic mission conversation pages
Don't enable outpost spawning by default
Switch mission container to generic_small (might fix container issue)
Added teleport2mission convar, will teleport player to current marked location of mission on the map
S2P villages
Adjust how we open loot to try and solve missing loot panel issue
Container open and close sounds
Document move sounds
Fix mission container accepting player items
Merge from outpost_spawning
Converted the mission info panel to a flex element
Add a mission complete screen (pretty wip right now)
Created a drop down property drawer for position fields, makes hooking up mission positions a lot easier
Added a tab interface to the mission inspector
Mission position generators can now be marked as non exclusive, allows us to have multiple player missions use the same point
Add document spawn points to other fishing villages
New StaticMissionItemDispenser entity, acts like a static storage container that fills itself with whatever loot is required by the mission when interacted with.
Saves us having to scatter a heap of mission points around monuments that will then get cluttered over time, this allows us to have a single item dispenser that can be used by missions
Added to fishing village A, updated safe zone unlock mission to fit
Fix response buttons being clickable when animating
Fixed being able to repeat non-repeatable missions
S2P compound
Add a spawn point fishing village a, S2P
Create a new CompoundSpawning test scene
Merge from outpost_spawning