branchrust_reboot/main/tutorial_islandcancel
627 Commits over 274 Days - 0.10cph!
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
Properly remove tutorial island respawn options when finishing the tutorial
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island
Fixed loading during a tutorial not working
Remove missing component from terrain asset
Another link test
Fix TreeEntity merge issues
Move tutorial island in slightly to prevent getting out of bounds killed on proc gen maps
Fixed in terrain checks not working on tutorial island
Increased the size of the global LOD grid to account for tutorial island placement, fixes everything on the island getting culled
Move islands closer to the edge of the map
Add some logs to the MeshTerrainRoot process to try and catch what's going wrong in the build
Add the unity timeline package to the link.xml to prevent il2cpp from stripping the classes
More bundle assigning for cinematic, removed terrain to mesh dll at runtime
Manually include the end cinemative in the asset bundle
Fixed ores appearing at the wrong scale on tutorial island (used wrong ore prefab)
Fixed incorrect number of metal ores
Fixed insufficient cloth spawning on island
Make the end of tutorial end via a wide trigger rather than a move point objective
Make a new trigger type mission objective
Lowered rhib to water level
Added a debug root that shows helpers for water height/centre of players view, this can be toggled via the Show Debug Root on the prefab and will always be disabled in builds
Don't allow players on the mainland to assign bags to players that are mid-tutorial
Don't allow players to reassign sleeping bags if they are in the tutorial
Clear all bags that a player is assigned to when starting a tutorial
Don't show mission marker on compass or map if no icon is assigned
Store tutorial network groups in a more easily accessible and cached list
Let unity update the Terrain to mesh dll, stops it complaining
Fixed some gizmo rendering warning spam, possibly unity upgrade related
Align the kayak over time so it always lines up with the cinematic
Hooked up cinematic so it runs when the tutorial is finished normally, and not via convars
Fixed player respawning on the mainland if they die
Properly kill the player instead of deleting the entity
Update debug.testtutorialcinematic to spawn a kayak and mount the player so it can be used from anywhere on the island
Added a test movement
Removed custom modal help UI editor
Can now have tutorial modal prompts with less than 3 stages
Add button to spawn group to convert all child entities to spawn points, used this to convert the remaining static tutorial prefabs into spawn groups
Possible hack to make weather.ocean_scale 0 during tutorial to stop excessive wave heights
Fixed chopper fire distance issues
Fixed some autospawn floaters
Ores use respawners instead of being one-shot
Lighthouse collides
Rebaked terrain
Fixed help widgets not showing images/video
HelpModal & HelpModal.Widget like the Figma mockup.
End tutorial cinematic boilerplate, invoke via debug.testTutorialCinematic, see EndTutorialCinematic.prefab
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