125,448 Commits over 4,079 Days - 1.28cph!
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Added F-15E Strike Eagle Model and Textures
Setup F-15E Materials and Basic Prefab
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.
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Properly parse for valid, non-escaped rich text in the user portion of the chat message
Also fixes chat.add not parsing emoji correctly in a better way than the fix on emoji_rich_text_fixes
Improved drift-to-shore code
Merge AttackHelicopter-> Aux2
Fixed merge issue with unneeded using statement
Removed accidental include
Fix emoji not working if the players username has a '<' symbol in it
Merge from airpatch_media
Merge AttackHelicopter -> airpatch_media
Initial simple implementation of boat drift-to-shore when nobody is around
More working files (6P atlases)
Separated temps from finals.
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Fix so it works when you are making straight connections with no points in between
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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.
When disconnecting wires & industrial pipes it will resume the pipe from it's last position, allowing you to reconnect
Fixed some industrial lights material being set to "Opaque" instead of "Transparent"
Animal navmesh prefab setup and generation for tutorial island.
Initial navmesh settings, can tweak if needed when we have final island size.
homing missile launcher setup
textures, materials and prefab
removed blockout
Fixed building tier disappearing from radial menu when valid building skin is set
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
Use HasCloseConnections instead of Vis.Entities for TrainCar and JunkPile
Added warnings for mismatched file id and mission not being assigned to manifest
Added a class description comment to ObjectWorkQueue
Updated tooltip text for JunkPileWater.Queue