branchrust_reboot/main/mission_improvements_may_24cancel

31 Commits over 0 Days - ∞cph!

Yesterday
S2P fishing_village_c
Yesterday
Slight styling changes
Yesterday
Merge from main
5 Days Ago
Fixed the timer box staying active when a mission doesn't have a timer
6 Days Ago
Final tweaks
6 Days Ago
Conversation screen styling updates
6 Days Ago
S2P bandit town, fixes missing misison marker Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
8 Days Ago
First pass on new UI layout for conversations and mission acceptance
11 Days Ago
Added a metal detector mission objective
11 Days Ago
Fixed escape key not working anywhere
12 Days Ago
Compile fix
12 Days Ago
S2P both stables and fishing villages
12 Days Ago
More map marker size adjustments
12 Days Ago
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards) Show an error toast in this case Toasts can now appear while the player is in a conversation
12 Days Ago
Shrink vending machine clusters that are too close to mission marker clusters
12 Days Ago
Conversation screen can now be closed with escape
13 Days Ago
Added a map marker for mission providers, displays how many missions are currently available from that provider for the local player
13 Days Ago
Added an automated error checker for conversations, looks for legacy conversation features and can automatically update them to the new system eg. converts a conversation node with a custom action "assignmission lumberjack" to the new AssignMission action with a proper reference to the lumberjack mission Updated all converations
13 Days Ago
Fixed dialogue graph nre when domain reloading Dialogue graph now persists through domain reloads Dialogue graph now zooms to fit all nodes whens opening
13 Days Ago
Mission editor now detects missing accept/failed/victory effects and shows appropriate warnings Also added some buttons to automatically assign the default effects
14 Days Ago
Don't show the current mission objectives on the map screen (they overlap with the markers UI) Add a section to the markers UI that shows the current missions, clicking on the mission entry will focus the map on the current misison objective marker
14 Days Ago
Add a UI panel listing all of the objectives and rewards for a mission when the player is about to accept a mission
14 Days Ago
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
14 Days Ago
Update lumberjack harvest wood description string to use a new localization key and adjusted text to not mention the required count (as we add that dynamically now)
14 Days Ago
Subtract 95838 - was meant to be on a sub branch
15 Days Ago
Scanner mission wip tests
15 Days Ago
Fix editor exceptions when loading BaseAiBrains in the editor More mission test setups
15 Days Ago
Fixed incorrect translation string on the final objective of the kill animals mission from the lumberjack
15 Days Ago
Fix exception when starting lumberjack mission Added a DebugWorldPosition component that allows us to test missions that use position generators without needing a proper proc gen Started making a Mission zoo scene that shows all mission providers with all of the stub content needed to actually run and test the misison, accessible via Scenes/Dev/Mission zoo toolbar option
15 Days Ago
Added ability for a mission to reward blueprints (tick isBp on the reward item entry)
15 Days Ago
Added the ability for a mission to not count towards the Mission Accomplished achievement Enabled this on the tutorial achievements