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107,043 Commits over 3,836 Days - 1.16cph!

6 Years Ago
Car battery meshes / textures
6 Years Ago
[D11][TUTORIAL] Tutorial steps now have actions + editor scripts (With garish colours...)
6 Years Ago
[D11][TUTORIAL] Tutorial steps now have actions + editor scripts (With garish colours...)
6 Years Ago
Build fix attempt #2
6 Years Ago
[D11] Control fix
6 Years Ago
[D11] [UI] Submit for missing meta file.
6 Years Ago
Build fix
6 Years Ago
[D11] [UI] Submit of missing folder(?) that didn't appear in previous pending changes list.
6 Years Ago
[D11] [UI] Updated TextMeshPro assets to utilise correct folders for fonts, materials, and sprites tag-usage inline. Updated Code Of Conduct screen to utilise various formatting styles for better visuals. Updated menu animation handler to utilise animation speed variable to speed up or slow down animations where needed.
6 Years Ago
Merge from entity_parenting_elevators
6 Years Ago
Scene2Prefab launch site
6 Years Ago
Scene2Prefab caves
6 Years Ago
[D11] protocol bump for loading keep-alive
6 Years Ago
Merge from main
6 Years Ago
Made a bunch of model bone related code work on the server as well (required for elevator trigger movement in standalone)
6 Years Ago
Rocket crane lift uses parenting trigger Bone name for lift parenting trigger is inspector variable
6 Years Ago
[D11] wait for the bootstrap to complete a bit later (last possible point at the current time). This means if you choose a server before the UI has finished loaded you won't get a loading screen (being fixed currently), also if you do it too soon, the server authentication could time out (just waiting on running servers to upgrade to enable keep alive), but at least the server menu is responsive and the overall flow is bit more overlapped. As the warmup bundle is optimized the potential for having to wait for the loading will narrow to hopefully an acceptable level.
6 Years Ago
[D11][TUTORIAL] Can now hide sections of HUD for gradual HUD unlocking
6 Years Ago
[D11] Some fixes/improvements to task timing which should lead to better task ordering. Also I noticed all the items assets are in the warmup bundle so made the items initialization depend on that - previously we were doing a per-file load of all the items and then loading them all in the warmup bundle a few seconds later, which was a wasted opportunity.
6 Years Ago
[D11] Support for console OSK - xb1 - first pass
6 Years Ago
[D11][UI] Base stat panel displaying when in base and fading when a set distance from base Up keep time stat updating
6 Years Ago
[D11] [UI] Credits screen now eases in to scroll. Updated Fonts to include missing characters (Degrees symbol and Bullet point symbol).
6 Years Ago
Added badges to jumpsuit textures
6 Years Ago
[D11] DTLS plugin source and windows console testbed initial checkin. Debug DLL PC x64 only so far. Server-client handshaking via cookie verification only. Requires latest version source of OpenSSL linked to compile.
6 Years Ago
Scientist barge models/prefabs/textures
6 Years Ago
Cave lift uses parenting trigger
6 Years Ago
use translated names for objects instead of prefab names better wire connections better lookat info
6 Years Ago
fixed laser detector added flow blocker many bugfixes protocol++
6 Years Ago
[D11] Client side of introduction of KeepAlive packet to cover loading - not fully enabled because the active servers need upgrading first.
6 Years Ago
[D11] Server side handling for a KeepAlive packet that the client can send when it is loading, so that we don't just have to rely on long timeouts. Client side code will be committed next, and enabled once servers are upgraded.
6 Years Ago
[D11] [UI] visual tweaks to the bootflow screens
6 Years Ago
[D11] Secondary actions implemented Power bar re added to Hud to stop bows crashing
6 Years Ago
Added anim events for wire renderer visibility
6 Years Ago
[D11] [UI] tweaks to sleeping screen
6 Years Ago
updated vm wire anims, updated cable skinning
6 Years Ago
reverted wire animator back to previous version
6 Years Ago
[D11] Fix to litenetlib so that we don't get data messages before a connection has been properly established, it was causing us to throw away messages thinking they were for someone else, since Connection.guid is only setup in OnPeerConnectedEvent. General peer messages are just discarded if the connection isn't established, so they will resent by the normal mechanisms if necessary.
6 Years Ago
Metal Rowboat, materials textures, gibs and lods
6 Years Ago
[D11][UI] Hud now displays secondary action when when highlighting object Added script to switch static controller icons to the correct platform at build time.
6 Years Ago
[D11] Updated incorrect L2/R2 sprite filepaths
6 Years Ago
[D11] [UI] visually updated the 'you are sleeping' screen
6 Years Ago
[D11][TUTORIAL] Added Place Monument button within the editor, to apply heightmap + splatmap + terrain modifications to editor maps.
6 Years Ago
merge into main
6 Years Ago
protocol++
6 Years Ago
compile fixes
6 Years Ago
battery progress
6 Years Ago
battery progress
6 Years Ago
missing files
6 Years Ago
added power counter added solar panels added batteries
6 Years Ago
[D11][AUDIO] Oops, missed these.