198,772 Commits over 4,140 Days - 2.00cph!
Scoreboard no longer shows latency on end-of-round screen
End-of-round screen now shows scoreboard by default. Needs some minor adjustments (like not showing latency).
Working on allowing the end-of-round UI to show the final scoreboard as its default content. Also moved some UI scripts around.
Simplified Note.cs with the TextArea attribute
Added a more animation options. Added animation to game menu and alerts.
[D11] more wip on splitting frontend from in-game, use page parameterization better and start to move code out of D11_Frontend as that needs to do a lot less, plus this way pages like "BrightnessContrast" are no longer tied to being used in a specific place.
Animating a slide and and background fade for the scoreboard. Other UI could use it too.
[D11] more wip on splitting frontend from in-game, just bringing over some stuff I added on my tidyup branch, not yet used.
[D11] more wip on splitting frontend from in-game, oops forgot this from previous commit
[D11] more wip on splitting frontend from in-game, move the pop system into the global UI group (had to create a scene2prefab scene for this, just to be consistent with everything else, but as mentioned in previous commit message, maybe it would be better to change them all to just instantiated prefabs depending on test results.
[D11] more wip on splitting frontend from in-game, move the loading screen into the global UI group.
[D11] more wip on splitting frontend from in-game, "uitopbarcarouseldisplay" needs to be a separate scene again in order to be split off into a "global" group with a different lifetime to the frontend. Other components need similar treatment, doing one at a time. We seem to be using scene2prefab and then just using the scene anyway, rather than having a list of scene names we could have lists of UI prefabs to load, just need to do decide on one technique or the other rather than a bit of both, though there's some reason to believe scenes might load quicker than loading a prefab and instantiating it, will have to test both.
Did a bit of cleanup on the old UI stuff to remove all the missing ref warnings. Left the UI_SETUP scene for now so we can still check out and grab old UI stuff.
[D11] more wip on splitting frontend from in-game, remove dependencies on Frontend (really PagedUI but that needs fixing too)
[D11] more wip on splitting frontend from in-game, remove dependencies on Frontend (really PagedUI but that needs fixing too)
[D11] Make it possible to generate the bootstrap codepaths for all platforms supported without having to switch into each platform in turn + some WIP code for splitting off the frontend from the in-game.
minor Hapis fixes and tweaks
Fix duplicated effects not having model name in respective hooks
[D11][TUTORIAL] Various Tutorial actions/fixes, Tweaks to helicopter AI so should no longer stick around and repeatedly kill you. Custom tutorial logic on sleeping bag to allow for instant spawning
Minicopter for alex. (not sure if scale is 100%, just got internet)
updated prediction (broke some of nw2vars)
Initial implementation of unlock changes.
Data updating WIP.
Oilrig interiors dressing / models / texture work
Added blog URl to wahts new
[D11][TUTORIAL] Various Tutorial Actions, Tutorial Helicopter AI
Added jump pads to control1
[D11] Heap dump parser window fix for handling reports that are too big to display in a scroll region, plus some fixes/improvements to the analysis reporting.
Fixed TurnOff and TurnOn on vehicles crashing the game server when used on prop_vehicle_prisoner_pod