branchrust_reboot/main/tutorial_islandcancel
627 Commits over 274 Days - 0.10cph!
Properly spawn the tutorial bear variant
Lower tutorial bear health to 100
Give the tutorial bear a custom corpse prefab with 200 extra animal fat to give the player enough resources to finish the tutorial
Increase resource havesting rates x3 while in tutorial (for testing, but it might stick around)
Covers ResourceDispenser and CollectibleEntity
Added a special tutorial only barrel variant that only drops scrap
Updated resource ping system to work with storage containers to highlight the barrels
Workbench misison
Add metal ore nodes to island
Fixed bandages not triggering the heal mission objective
Finish second part of bear kill mission
Kill missions can now mark their targets as pings
Combat misison pt2 setup, bear spawning
Fixed acquire mission objective type not properly registering items acquired that get stacked
Set up misison flow and conversation for hunting/cooking mission
Fixed overlapping IsInTutorial and LoadingAfterTransfer flags
Fixed broken harvest and crafting mission events
Set a sensible tutorial bear tether range.
Remove blocked navigation topologies from tutorial bear.
Tutorial bear ignores other animals.
Animals can now be range-tethered to their spawn point for roaming.
Set regular animal prefabs up to continue their previous behaviour.
Set a tether on tutorial bear.
Added tutorial bear prefab.
PathFinder.GetBestRoamPosition can now take an anchor position instead of using current position.
Updated calls to use their current position as anchor.
Animal navmesh prefab setup and generation for tutorial island.
Initial navmesh settings, can tweak if needed when we have final island size.
Starting next conversation stage
Cleaned up conversation flow on tutorial npc
Fixed using the debug tutorial misison shortcut wouldn't allow speak to scientist stage from completing (TutorialIsland no longer implements IMissionProvider)
Finish off cooking tutorial
Refactor MissionObjective so we only have one ProcessMissionEvent method to override, it now receives a MissionEventPayload that includes any valid information about the event (a networkable id , an int or a uint)
Cuts down on lots of vague casting and prevents objectives overriding the wrong overload and inadvertedly missing events
Added consume mission objective type
Added warnings for mismatched file id and mission not being assigned to manifest
New PrefabIdRef, allows us to store a PrefabId for a given target as simple uint instead of a direct link to the entity or manually copying the ID across. Includes a PropertyDrawer with an object field so the target prefab can be dragged into the field but only a uint is saved
New IgniteOven mission objective type
Started on follow up cooking mission
Added TestMission field on Tutorial Island component, if set the tutorial will launch into that tutorial instead of starting the NPC conversation
Resource dispenser pings now work for corpses
Started on a hunting mission
Some folder cleanup
Fixed tutorial resource pings not working with multiple resources tagged at once
Fixed tutorial resource pings not working on hemp collectables
Fixed crafting menu not updating immediately when the crafting menu is opened
Rock and torch are always allowed to be crafted
Set up more deployable guides, fixed some issues with deployment tracking
WIP second stage build mission
Building guides can now be activated for specific missions
Conversations can now be marked as non-cancellable, hides the close button on the conversation UI (always show in the editor for faster testing)
Can now toggle whether a mission can be abandoned, disables the Abandon button in the inventory mission UI
Add debug.completeMission
Add debug.completemissionstage will complete the first non-completed stage if no argument is provided, otherwise you can pass an index to complete a specific objective
More mission setup, better crafting stage and more spawners on the island
Fixed deploy item mission objective type, now works with building blocks and added support for showing progress counts
New mission to build first base, includes building planner, foundations, walls and a doorway
Reworked tutorial building guide process, no longer requires modifications to building blocks and is fully handled by the tutorial island component