userAdam Woolridgecancel
5 Years Ago
- Moved common items out of old UI screens and into the new root UI screen - Aligned screens when scrolling through the root tabs
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5 Years Ago
- Pressing D-pad Down now brings up the new root UI and activates the first screen, instead of just the character screen - Screens can be scrolled through using LB/RB - Removed the character screen gamestate and replaced it with a generic UI state - Ship controls are now ignored during this new UI state, so the ship doesn't fly around when navigating menus :)
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5 Years Ago
- UI screens now share a common base screen class for hiding/showing etc - Started docking UI screens to a parent screen so they can be switched between from parent screen
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5 Years Ago
- Default fly height for floor sections is now 5 - Added another test structure mesh
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5 Years Ago
- Yet more graphics menu/options work, they're now saved to disk. Added controller support. Added highlight + arrows. - Instead of wiping entire save game every play (for dev playing), nothing except options are saved to disk now.
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5 Years Ago
- Added a floor Component that can be attached to floor meshes to specify how high above things should fly (component is optional, will default to 20units above floor mesh if not present) - BaseMovement now caches a Floor component if present and uses it's value
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5 Years Ago
- Updated collision matrix so Floor is ignored by everything
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5 Years Ago
- BaseMovement can now be flagged to check for a floor to fly above - Player is now flagged to check for floors by default, all other entities default to false - Updated model impoort processor to automatically setup anything called "floor_collision" as.... floor collision - Added a couple of temporary meshes used for testing multilevel stuff
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5 Years Ago
- Forced fullscreen mode to dedicated mode - Graphics options list UI is now built at runtime entirely from the enum - Graphics option settings are loaded from disk - Selected options are now highlighted - Made base option classes bettererer
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5 Years Ago
- Added generic option panel classes for handling booleans and collections - Added graphics options panel - Available resolutions are autofilled into the resolution option panel - Graphics options can be navigated and toggled (but not applied) using keyboard (temporary)
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5 Years Ago
- Graphics options menu work
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5 Years Ago
- Changed camera farplane to 1000 from 2000
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5 Years Ago
- Lotsa refactor/optim
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5 Years Ago
- Code removal/optim
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5 Years Ago
- Edge detection change so it should update correctly in editor again
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5 Years Ago
- Fog change
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5 Years Ago
- More refactoring - Reimported models for processor to set flags
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5 Years Ago
- Readded the custom shaders to the included shader list
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5 Years Ago
- Deleted old image effect assets - Imported B22 image effects to make sure we're rockin the latest ones - Removed antialising effect from camera as it was causing a build-time compile error - Removed some old scenes from build
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5 Years Ago
- First pass of custom shader optimisation
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5 Years Ago
- Moved from global EntitySeperator to each entity's Update() moving - Some other optimisations
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5 Years Ago
- More trimming of BaseEntity - More general refactoring - Moved loot drop related code to a new LootDrop component
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5 Years Ago
- Disabled Plastic Unity integration again, because it's shit.
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5 Years Ago
- More refactoring and cleanup. - Moved more stuff away from using Photon objects
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5 Years Ago
More plastic setup.
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5 Years Ago
Enabled Plastic in Unity
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5 Years Ago
Merging from Cleanup branch to main
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5 Years Ago
Cleanup part 1
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5 Years Ago
Added more plastic exclcusions. Rotorblade collision mesh is no longer a trigger
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5 Years Ago
Exclusions. I think?
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5 Years Ago
Fingers crossed!
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5 Years Ago
Root dir
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