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UPDATE Alien Mind Control Parasites Invade Planetary Prospectors! v0.4

Alien Mind Control Parasites Invade Planetary Prospectors!

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UPDATE .4
-Xterminator will chase after spiderat if spiderat attacks player for the first time.
-Add new prefabs for smashed meteors
- Added sticky components for VR Warning dialog
- Added sticky components for VR Warning dialog
- Updated mid game menu to use new tab art
- Modified Menu panel to not use the goofy drop animation and just be centered on the screen ala Starcraft 2
- Added sticky components to the mid game menu
- Set gamepad cursor movement to be done un unscaled time so it works while the game is paused
- Changed default UI nav keybinds to ue DPad as the left thumbstick is now used for the virtual cursor
- Added versioning info for the keybind settings so I can force a client reset if any critical changes happen
- Compiled header art into a single spritesheet made source art wider to avoid ugly stretching in game (hopefully fixes flacky tab bar art)
- Moved tutorialUI code into a new HUDWidget class
- Tutorial widget is now used in both mining and prison scene so we can have prison tutorials
-added character portraits
-Dialogue system update
-fixed missing materials and updated the repair pad
- Reworked intro scene streaming so the operation begins immediately and pauses until logo anims are done (should improve black screen on intro)
- Activate/de-activate virtual cursors on Focus/Unfocus so we don't have more than one cursor processing input at once
-Splited Tutorial System code to TutorialUI , TutorialManager and TutorialLogic (MVC Pattern)
-reduced the drag values of the pregenerated asteroids outside the barge so the collector can actually pull them
- Turned label raycasts back on as they are needed for tooltips
- Did a full pass of sticky components for options for gamepad virtual cursor
- Added sticky component for dropdown items
- Removed world cursor from all dialogs as VR will use the same cursor as standalone controls
- NavMesh re-positioning and re-bake for start scene
- Re-positioned poison apple in start scene so player and spiderat can get at it easier.
- Modified heat flashing text animation to use bools instead of triggers
- Fixed edge case where heat flashing wasn't playing in the correct states
- Increased inventory menu to allow 40 slots instead of 10
- Restructure how the inventory menu tracks an item so the menu isn't dependant on the size of the inventory list
- Don't attach label to checkbox button as the checkbox control will manage it
- Swapped VR warning frame with generic frame
- Turned off excess raycast targets
-enabled asteroid randomizer
-removed random assignment to the drag of debris's rigidbodies
-Repair Pad integrated
- Reworked heat/cooling system
- Emergency cooling now starts once you reach 80% heat
- Emergency cooling doesn't stop until you reach < 50% heat
- Entering emergency cooling plays a cooling sound
- Increased Emergency cooling rate to 10 (up from 4)
- Removed some detail from my ARM logo to improve readability
- Added alternative ND logo with outline
- Swapped logos in intro scene with outlined versions
- Override Main Menu OnEscape to prompt to exit game instead of closing/opening the main menu
- Removed open/close sounds from Maine Menu to be less distracting when entering the main menu
- Added alternative ARM logo with outline and some filtering as a proto logo for main menu (needs a real artist)
- Adjusted some of the clutter in main menu to no obstruct logo
- Turn off root motion on Generic Character anims as that is meant for animation driven physics (fixes the irratic head placement)
- Moved Generic Character head position to pivot on the center of the player instead of forward to remove the unconfortable z motion
- Moved Generic Character body mesh back slightly to compensate and pinched neck to stop clipping
- Removed excess HitFloorSound audio source from generic character
- Play registered sound for Hit Floor instead (no sound currently exists)
- Truncate GetCredits to simplify UI
- Removed delpt remaining from EndOfDay UI
- Simplified Total Credits UI and made white (or red if negative)
- Swapped the background art for EndOfDay UI with the more transparent and simple art
- Barge doors now lock if player is considered hostile to the barge (i.e. Xterminators start attacking player)
- Barge doors in demo scene no longer open for player; was useless.
- Player can now reenter barge from outside as long as player is not hostile to barge.
- Added more padding to tooltip control and doubled horizontal padding
- Compiled header art into a single spritesheet made source art wider to avoid ugly stretching in game (hopefully fixes flacky tab bar art)
- Moved tutorialUI code into a new HUDWidget class
- Tutorial widget is now used in both mining and prison scene so we can have prison tutorials
- Dropdown items now use a button theme component with customized properties
- Removed DropdownItemButtonThemeComponent as it is now obsolete
- Did a full pass of sticky components for options for gamepad virtual cursor
- Added sticky component for dropdown items
- NavMesh re-positioning and re-bake for start scene
- Re-positioned poison apple in start scene so player and spiderat can get at it easier.
- Initial check in of Virtual Cursor
- Removed all references to Standard Input Module as it is no longer needed
- Attached the sticky cursor components to the Main Menu only for testing
- Updated mid game menu to use new tab art
- Modified Menu panel to not use the goofy drop animation and just be centered on the screen ala Starcraft 2
- Fixed movement sound playing after killing MRRM NPC when it's return to barge
- Added back in missing refs to replenish button in demo scene.
- tweaked switch distance on MRRM NPCs so that they don't get hung up on waypoints
- Moved the heat alarm source out of the sound manager and made it a 3d source as part of the MRRM and registers at effects
- Modified the heat alarm to just use one 1 sound effect and adjusted the pitch modifier to feel more natural
- Fixed heat alarm playing
- Added sticky components to the mid game menu
- added editor hack at the top of the input stack to release the hardware cursor when escape is pressed
- Updated tab bar art to be gradient
- tweaked the tab button underscores to have a fixed width of 100 so they don't stretch to fit the button
- Fix mismatched translation of prison terminal in prison scene
- Switched inventory panels to use transparent foreground instead of double border
-Optimizations and improve visuals
- Create alternative foreground art with black fade to work as a background image
- Updated quest and inventory menu to use new transparent foreground art
- Added in spiderat eating apple on Shawna's bed when first spiderat spawns.
- Fixed wrong animation playing when spiderat reaches hiding spot
- Adjusted spiderat stopping distance so it's closer to food item
- Fixed spiderat getting stuck randomly.
- Fixed null error that appears in console after spiderat eats food sometimes.
- Tab bar now fills from the left and doesn't stretch to fill the bar
Bug fix - Missing mesh in instantiated asteroids
Bug fix- Xenon particle would delete upon instantiating
Bug fix - if player respawns when the original tutorial Xterminator has been destroyed the new one would not move into the player's position correctly.
Bug fix - laser turrets on barge would fire at me even if the barge doesn't consider me a hostile.
Bug fix - 'Door would close even if player is inside it ... '
Bug fix - if player respawns when the original tutorial Xterminator has been destroyed the new one would not move into the player's position correctly.
Bug fix - laser turrets on barge would fire at me even if the barge doesn't consider me a hostile.
Bug fix - ' Player would not wakeup at times'

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