121,817 Commits over 4,048 Days - 1.25cph!
Updated VFX manager (auto)
Final cargohold sans occlusion trigger zones.
[D11] [UI] Added radial menu inner selector for 1:1 analog visualisation.
[D11] Fix wonky header placement in the Control Settings page
[D11] [UI] adjusted the pending health colour
[D11] Update to the Options->ControlSettings menu, and changed the default for the Aim Power Curve. Also prevent the turn speed acceleration from kicking in when aiming down the sights of a weapon
[D11] [UI] adding player info widget to the main menu
[D11] [UI] Fixed secondary interaction and prevented objects with only two options from triggering the menu (more than 2 is the requirement for it to exist).
[D11] [UI] Fixed secondary interactions not working.
[D11] [UI] Inverted all ui icon sprites to be white as default so we can actually tint them in unity. Adjusted animation logic so we can now check if any animations need to be played in pie menus. Removed new selection animation from pie build menu.
[D11] Added another audiosource for ps4 controller sfx
[D11][UI] Added map size and map seed to rent server. Clamp to 4k for now
[D11] Blueprints can now be studied as a world item, and display their correct name. World items now show stack size if they are not a single item, and fixed sizing issue on crosshair tooltips
merge from oilrig - access to previously made art assets needed on excavator
[D11] Adjustments to look-at-object detection
[D11] [UI] Fixed radial menus opening when other UI screens are active. Added more checks to IsAnyBlockingUI() check.
[D11][Tutorial] Added examine pistol tutorial event
Removed bundle / label assignment from DoPrepare, assign bundles in GameManifest.UpdateBundleAssignments instead (much faster)
[D11] Fixed issue with unit converter string
Fix for CompareObjects when enum values out of range
[D11] [UI] Cleaned up radial menu infos. Removed old references to original FacePunch Pie menu (hidden behind #defines and calls new logic instead). Deleted unused scripts. Removed original pie menu from scene file.
[D11][UI] Work bench ui skin selection menu
[D11] PS4 craft complete sfx on controller, now uses item specific sfx
[D11] [Tutorial] Update to start cave
[D11][Tutorial] Added examine held entity tutorial action
[D11] Don't use capsule cast for looking-at-object detection if holding hammer - allow more precision for upgrading
[D11] Linux version of DTLS native plugin.
[D11] [Tutorial] Terrain Changes
[D11] [UI] Flipped map zoom controls.
[D11] PS4 controller sfx hooked up to ConVar audio.controllerspeaker + UI toggle
[D11] Radiation sfx on ps4 controller
More ship stuff.
CraggyIsland.Naval for Diogo.
[D11] [Tutorial] Map updates, Dive sites added.
Dump truck model/LOD/COL/textures/prefabs
[D11] [UI] Fixes and adjustments to Radial Menus to make them more streamlined. Adjusted Dead Zone for right analog stick input.
[D11] [UI] increased the spacing on the navigation bar and re-added the flashing highlights for the code lock but this time behind a streaming mode check
[D11] Default values for new convars added in my last commit, and fixing an old component in the PieMenu from trying reference a null field
[D11] Added more options for switching between camera modes & removed a TON of rogue translate components from text fields in buttons that shouldn't have had one
Cargoship improvements WIP