121,612 Commits over 4,048 Days - 1.25cph!
[D11][TUTORIAL] Fix for ps4 define placement causing error on xbox
holdtype entity, 3rd person weapon attachments, vm dryfire anim update
Dropped Garlic size to 1800mb
[D11] Apply admin and developer rights to all connected clients on D11 servers (for now).
[D11] Added build define D11_FINAL_BUILD to Jenkins + Release builds
Further improvements to junkpile AI.
[D11] [UI] Updated animation system. Adjusted credits and code of conduct screens to include additional information/graphics. Added animation transitions to Popup system. Fixed issue with Colourise shader not correctly affecting images with additional shader components attached. Moved TextMeshPro data asset to correct folder. Updated popup templates to better fit the mock ups.
Temp fix for Linux server
Temporarily disabled anim compression fiddler (Linux build woes)
Temp fix for Linux server
Compressed animations with new variable time resolution + float bit count
Added new anim compression options to asset fiddler
Write anim size tool + extra texture debug info
[D11][UI] Changed locked slider option behavior
changed locked option highlighting
Removed unusable options
Implemented inverted x controls
Implemented switch stick controls
[D11][TUTORIAL] Change frontend UI text to read PLAY(TUTORIAL BUILD) for tutorial build
Added short circuit backtracking to OR switch (ioentity.backtracking convar, 8 by default, 0 to disable)
Instanced rendering fixes
[D11] DTLS library wip: server connection process loop consolidated with the client connection. Fixed issues with SSL reads, and added multiple packet transmission test to test app.
Strip out unused shader LODs from ps4 & xbone
[D11] Removed ingame place holder stats panel
[D11][UI] Updated corpse stat panel
renamed memory cell 'clear' to 'reset'
updated texture streaming & compression settings
Added menu option to reimport all the prefabs (not that useful but I was trying to track down some issues running on 2018.3)
[D11] frontend tidy up WIP - working towards a better split between the game and frontend for memory purposes.
Unity 2018.3 compatibility fixes
More sensible rules for mipmap streaming and texture compression
Revert last change, checked in too much, oopsie
Updated mip streaming properties (disabled it on icons, sprites and terrain textures) and also compression/crunch settings
[D11][TUTORIAL] re-added missing tutorial prefabs
[D11] Radial Menus now use X/A for confirming selection, Pie menu now uses navigation bar icons to allow for different buttons to be displayed
[D11] frontend tidy up WIP - working towards a better split between the game and frontend for memory purposes.
[D11][TUTORIAL] Light the Fire + Escape Cave tutorials, Fixed running local server straight from unity scene.
All IO entities are response limited
Adjusted responsetime to 0.1s
deleted unneeded prefabs/duplicate m39 assets
reduced ironsight thickness
[D11] [UI] got rid of those black dots at the bottom of the HUD
separated sights, rebuilt prefab, made sights hideable, hooked up shell release effect, skinned rest of chamber to move when pulled back, scaled up ironsight
[D11][UI] Added other player stats panel basic data hooked up and secondary option implemented
Altered top bar alpha canvas
Added spawn.tick_populations and spawn.tick_individuals (respawn tick rate)
[D11] [UI] changed the position of the wounded message so it's not under the compass
art pass on the player stats preview
[D11] [UI] temporarily rolled back a change while i figure out why the inventory won't fade on