121,599 Commits over 4,048 Days - 1.25cph!
Downgrading to Unity 2018.1.4f1
[D11] [UI] Added "D11_NEWHUD" define to update call in DeathScreen.
[D11] [UI] Misc bug fixes for errors in ConsoleUI, ReflectionProbeEx, and KeyCodeEntry. Added Scroll Bar Materials to repo. Set up test scrollbar graphics. Death/Respawn menu updates scroll target regularly until a way to make it work on first selection is found (currently bugged and returns incorrect value).
[D11] frontend/bootstrap integration WIP. Fix some lumpy sections which were not yielding enough time to make the frontend responsive.
[D11] yet another defines fix
[D11] [UI] Added new Death Screen to build settings scene list.
[D11] [UI] visually changed the crafting screen to look like the mockup, more visual tweaks to the inventory screen
[D11] [UI] Added D11 variant of death screen to maps bundle.
[D11] [UI] Submit for new Death/Respawn Menu for Console when player dies.
[D11] Add Some checking for adding/removing peers
[D11] only call SetD11 when bulding from Jenkins so that local modifications can be used. I think I had broken the server build yesterday as it didn't actually apply the basic server/client defines in the player build, only the bundle build.
[D11] remove old switch "D11_NO_ASSET_PRELOAD"
viewmodel arms fbx, layer mask, edited salvaged axe prefab for test
[D11] Added some missing metas.
[D11] [UI] Hud texture tweaks
merge from d11_console_version
[D11] Temp fix to prevent selecting the keycode input option from automatically entering a number once the trigger is released
[D11] frontend/bootstrap integration WIP. LoadUI is now only for in-game UI, the frontend does not depend on it, achieved by inlining "UITopBarCarousel&Navigation.unity" directly in the scene.
[D11] defer all define setting to the Switch class to make sure the defaults are only specified in one place, remove redundant setting in build and buildassetbundles.
[D11] Prevent LongUse from triggering when interacting with a UIDialog panel
[D11] Try some radical changes, take out defines and try Refreshing AssetDb
[D11] Fix for object use commands being possible with certain UI open, and prevent multiple inputs when holding a button on the keycode entry UI
[D11] test - seems like changing scripting defines in quick succession to different values can cause indeterminate results from building.
removed batching scripts from props on style2
Fixed lerp of server objects shortly after spawn (SAM, dropped items, ...)
▌▅▆_▌▉▇▍▋▇▊▋▌▍: ▆▆▇█▅ ▇▋▅▍ ▊▅▍▆▋▉ ▊▉▆█▆██▇
Tweaks to AI at the cargo ship.
[D11] Remove an old test scene from Build.cs & show loading screen instantly on any connection attempt from Main Menu
Fixed intermittent impostor indirect lighting on standalone macOS/Metal builds
Fixed occlusion culling on standalone macOS/Metal builds
velocity getters for ch47
Fixed fast/underwater blur on Metal
[D11][Tutorial] Few missing local server defines, enable loading scene again ,stops the double scene loading
[D11][UI] making the Inventory screen look like the mockup (in progress)
[D11][AUDIO] Next lot of audio asset fixes.
Adding a merged server collider mesh for HAB
[D11] Disable automatic D11_UI_MOUSE define
Additional script define logging for jenkins
[D11] New server logging now has verbosity levels applied, and the HTTP request API logging uses the same JSON target call.
D11_LOCAL_SERVER define to get local server working
Temp change to texture quality to skip running out of memory