125,756 Commits over 4,109 Days - 1.28cph!
Fixed BasePlayer.ForceUpdateTriggers fuckups that could cause players to remain inside triggers indefinitely
Enabled texture streaming
[D11] [UI] Splitting menu disabled in generic loot containers.
[D11] Fixed unityfilename issue
Texture streaming debug tools
[UI] [D11] changed the chatwheel to be in the maps bundle
[D11] XBox One publishing settings.
[D11] [UI] Splitting context menu and controls.
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removed an old test model
hot air balloon server and client collider meshes - separated colliders by material on client
prefab setup for respective colliders
[D11] Just realized the fixed 1k procmap was not loading because the seed was zero which causes it to initialize from the device unique id, so it worked when I tested it locally but not when deployed to a remote server.
Fixes for server+client asset bundles and running with bundles in the editor
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Always reset player parent when respawning
[D11] HTTP request/response API added. Used only by server analytics for now.
[D11] [UI] added in a new quick chat UI, as well as the necessary textures and animations it needed
[D11] Re-introduced command-line override for server address.
[D11] Fix for missing name issue and adjustments to UI input
[D11] Fix for issue with unintended commit
Added generic entity angular velocity getters
Projectiles inherit angular velocity from parent (fixes arrow trajectory when the cargo ship is turning)
deleted unnecessary l96 files
[D11] Added input for back and start button
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[D11] [UI] Fixed "IsOpen" variable being placed within the D11_NEWHUD define.
[D11] [UI] Updated backing texture on selected options in radial pie menus. Added "Toggle Position" functionality to radial pie menus.
Improvements to incremental prefab build
[D11] Disable and strip most of the prebuilt maps to save some time and space on the bundle build. Need to keep Craggy Island in there for a bit longer.
Small tidy up of AssetDependencyCache
Added AssetDependencyCache to enable incremental builds for prefabs etc
Fixed dynamic occludees not updating properly under debugcamera
fixed crate map marker weirdness
[D11] [UI] Added #if define in "Achievements.cs" to prevent coroutine incorrectly checking against a D11_NEWHUD only file. Adjusted colour of "Disabled" buttons on pie menu to match their disabled hovered counterpart but with reduced alpha.
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[D11] [UI] Submitting finished Pie Radial menu with fixed textures and functionality. Submitted new Building Context menu when utilising a non-deployable planner (building planner). Added animations, transitions, and functionality for building context menu.
[D11] server side change relating to my last checkin - now the client and server have the pre-built 1k procmap to skip the download stage. Once the server is upgraded, we'll leave the prebuilt maps behind.
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More fixes for the separate client/server prefabs
Added l96 admire anim, hooked up in animator