193,508 Commits over 4,079 Days - 1.98cph!
Server list layout
Show friend's name on server list entry if in server
[D11][Tutorial][#35258] Fix for tutorial key craftable items using double the amount of resources than stated
[D11] [UI] Tutorial Objectives now correctly fade out when completed, and new objectives correctly fade in.
[D11] DTLS net statistics.
[D11] Updated quick actions for RepairBench and ResearchTable
Server gamemode tags/describers
Fix Session button unclickable
[D11][Tutorial][#2072] Fixed gold nodes not triggering collection sequence
[D11] [UI] Fixed root canvas group not working on tutorial objective UI.
Whoops. Fucking resharper made a field readonly which stopped serialization.
Menu tweaks
Added ConvertToTextMeshProTools
[D11] [UI] Enabled Compass HUD element in Tutorial now that overlapping has been fixed. Adjusted padding and minor visual tweaks to tutorial objective elements to prevent further overlapping. Minor Translation tweak for upgrade prompt.
[D11][UI][#261] Try getting name for oven item before using panel fallback
[D11] Door code locks now only show valid options for Authorised players, and quick fix to prevent key locks from displaying the 'more options' prompt when there aren't any
[D11][UI][#389] Max durability decay will be shown on item icons again. Changed colour of disabled lootpanel actions.
Fixed CJK not rendering properly in TMP
Applying new vfx to weapons WIP.
Disable graphics jobs (crashes in standalone builds)
Workaround for alpha channel being cleared (which doesn't work for some reason), disable avatar rendering in squad editor
Building collision meshes can use 32bit indices. Good or bad?
Bumped up some texture settings
Add Clatter Blinn-Phong node to ASE so we can do cheaper (non-PBR) lit things
Test for server not getting item definitions
Remaining FX presets.
Various fixes.
Fume improvements.
Undo net message changes for now
Added an icon for empty vial
[D11][UI]Improvements to locker prefab
Adjustments to Tutorial Objective UI setup to set up consistency with regular HUD. Beginning visual adjustments to prevent overlapping UI elements in Tutorial within the HUD. Removed List Group Prefab and adjusted hierarchy within main prefab for Tutorial Objective UI.
[D11] minor script optimisations, but these string hashes are pretty expensive.
wip AIData, AITeamData, AIUnitData and pre calculating AI data once per think
[D11] [Audio] Adds in proper control screen sfx