193,475 Commits over 4,079 Days - 1.98cph!
CanFindBuildingForTarget checks stockpiles and writes
Moved and referencing fixed time
hot air balloon basket files backup
Removed highFidelityRotation from BaseVehicle since this is now the default for all entities
Looking at ASMDef Networking code
[D11] Fix ps4 ortho basis assert
[D11] Append sub-branch to folder name on build drive and take out server builds for now
Unit portrait requests can force a view update
[D11] change quality settings to "good" and partially disable support for "potato" mode to save some memory (two large RTs around 180MB in total)
[D11] [UI] Updated Pie Radial menu textures slightly, removed unused texture from project files (added accidentally in a previous check-in).
Force player tribe portrait update via OnGameReady callback
Crafting station tab should now refresh worker slots when the building owners change
Fixed UI widget activation events being triggered by tweener events when we intend to ignore them
[D11] Log notification point
Crafting stations can expose an order limit (defaults to 20) which is respected by the orders UI
Cleaning up unit portraits class
Fixed UI.CraftingOrderElement not resetting isCompleted and causing the order listing item to animate out
[D11] Temp fix to stop player respawning at bottom of ocean on CraggyIsland
[D11][UI] The give item page of the debug menu now uses consoleinputmodule events now and can switch category via triggers.
[D11] [UI] Added missing client scenes to Bootstrap for PieMenu.
Physics timestep tweaks to make higher game speeds less mental.
Decreased the massive skill gain from constructing upgrades.
Better building construction debug panel.
[D11] Apply Package Settings ON PS4/Xboxone regardless of jenkins build
[D11] Modified texture resize to not modify topology textures - also added more stats about textures changed
Client side ragdoll objects are parented correctly (fixes physics drag effect)
[D11] [UI] Added new in-game Radial Menu display to match mock-up. Added required functionality for it to work. Modified "PieMenu.cs" to work with new HUD elements.
[D11] Try the notifications
[D11] some more build fixes; apply correct defines for a build. Force warmup bundle asset names to lower case, not sure if this is required to will test again and possibly remove.
[D11] Remove jenkinsConfig
[D11] Set some compile options if builds are release/debug
[D11][WIP] Implemented system for UI to consume input. Switched UI code to trigger on Button Up rather then button down. Fix for looting corpse
Fixed up ActiveItemController. It doesn't even need to be a NetworkEntityBehaviour anymore.
Anims / movement / transitions feel a lot cleaner now.
register dispensable in take all over time interaction
attempt to fix people gathering too many sticks for the fire and then dropping them when trying to deposit
Removed Building.CanDeposit method with bool for accounting for registered. This is automatically handled depending on whether or not the item is registered in the other overload.
Fixed path following of A* paths for Scientists on Cargo Ship.
[D11] crunched textures, compressed animations, a few other fixes for the demo build.