userJakbcancel

119 Commits over 792 Days - 0.01cph!

Yesterday
Setup Animations button in the bottom left to open a collapsable scroll view. Works harmoniously with the Items and Wearables select collapsable scroll view - animations button forces collapse of select scroll view, items/wearables button forces collapse of animations scroll view.
Yesterday
Ensure the selected item viewmodel always has the same player skin as the spawned PlayerModel
Yesterday
Commenting
Yesterday
Fixed editor PlaySoundFirstPerson NRE when there isn't a local player. Added a Sound Manager to this scene so sounds work
3 Days Ago
Simplified how the scroll view is populated
3 Days Ago
Code cleanup and reordering
3 Days Ago
Fixed wearables being removed when selecting a new item
3 Days Ago
Code setup for new collapsable Items and Wearables selection. Each one is a toggle button that opens a scrollview and populates with items or wearables - replaces the old 2 separate scroll views, creating more screen space. Made the UI bigger. Removed old scrollviews and setup code
3 Days Ago
Setup new UI layout for tabbed collapsable item and wearable search. Code setup next
4 Days Ago
Prevent keyboard shortcuts for randomising player seed and clearing wearables being triggered when typing in filter input boxes. Ignore shortcuts when filter input boxes are in focus
4 Days Ago
Randomising the player seed preserves selected clothing
4 Days Ago
Player can now be equipped with clothing using the wearableScrollView. Multiple items of clothing can be equipped as long as they are compatible in regular gameplay. Equipping a clothing item that is not compatible with others selected will clear the selected clothing. New button to clear player clothing, shortcut with pressing O
4 Days Ago
Redid UI sizing
4 Days Ago
Reapplied player changes
4 Days Ago
Subtract 127494 - contained unwanted files
4 Days Ago
Increase UI size so the scene feels better maximised
4 Days Ago
Now spawning a BasePlayer in the scene rather than just a PlayerModel so we can give items to the player later. Rotation is broken right now
5 Days Ago
Load all wearables into the UI and setup wearable filtering - mirroring the item setup. Can likely clean this up later.
5 Days Ago
Setup "Randomise Player Seed" button. Some code cleanup/preparations
5 Days Ago
Duplicated item's scroll view and filter input to create a scroll view and filter box for wearables
5 Days Ago
Spawn the PlayerModel on Awake. Rotate 180 degrees to face the camera. Force censorship cubes off and randomise the player seed. Randomise player seed again by pressing P
5 Days Ago
Cleaned up needsCursor, capslock input, item giving, InitPlayer and capslock scene help text
5 Days Ago
merge from god_indicator
5 Days Ago
NRE fix for UIGodOverlay Instance not being initialised yet when saved convars are loaded. Tested in editor.
5 Days Ago
merge from main
9 Days Ago
Fixed bug case where UIGodOverlay could be enabled by setting godforceoffoverlay false when god and godforceoverlay were both already false, changed argument
9 Days Ago
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10 Days Ago
Admin convar `global.god` (godmode) now displays GameUI when godmode is active https://files.facepunch.com/jacob/1b2411b1/Unity_l3B1S3MDpp.mp4 Includes new `global.godforceoffoverlay` convar to force disable the UI overlay when enabled to help when recording media
10 Days Ago
Now spawning the viewmodel in the world at the correct position by disabling VM camera and adding new editor-only position override bool
10 Days Ago
Add help text "Press Capslock to use UI" and change default text on FilterInput to "Filter items..."
11 Days Ago
Equip the item on the player when a button is pressed
11 Days Ago
Reset the vertical scrollbar position to the top when typing in the filter box
11 Days Ago
Selecting item buttons from the scroll view now creates a worldmodel and a viewmodel, pressing a different item button replaces it. On player connection, the player's inventory is cleared in the case of having an editor loadout equipped - in preparation for giving the item to the player. Added a skydome to the scene from Playground to resolve lighting errors on some viewmodels
11 Days Ago
Fixed scrollview position anchoring to remain consistent when maximised
12 Days Ago
Now generating a struct of ItemDefinition and GameObjectRef to the viewmodel and worldmodel, only adding items with a viewmodel and worldmodel to the list
13 Days Ago
Simpify filtering logic
13 Days Ago
UI Layout changes. Viewmodel scroll now has a filter text box. Removed old viewmodel UI
14 Days Ago
Scene now has scrollview populating with a button for every viewmodel in the game with an OnPressed event. Adjusted styling
24 Days Ago
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
25 Days Ago
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
26 Days Ago
Extend setinvis_ui to include developer checks as well as admin
30 Days Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
30 Days Ago
Attack helicopter turret using the minigun now requires the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the minigun in the turret stops spinning. After 10 seconds of the passenger leaving the gunner UI, the minigun stops spinning. If the passenger dismounts whilst the minigun is still spinning it will stop spinning immediately. If the engine of the Attack helicopter is turned off whilst the minigun is spinning it will stop spinning immediately. - Performed in-editor functionality testing - Performed compile error checking
30 Days Ago
Remote controlled (computer station) autoturrets using the minigun now require the minigun to be spun up with the primary shoot button before it shoots bullets. After 10 seconds of no shooting input, the turret stops spinning. - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking
30 Days Ago
Autoturrets using the minigun now behave similar to how a player has to use them and do not spin constantly. The minigun starts idle not spinning and then when a target is found it will spin up before shooting. After shooting, 10 seconds without a target is needed for spinning to stop. Video of the new functionality: https://files.facepunch.com/jacob/1b0411b1/Unity_bwwHDhX2zx.mp4 - Makes use of new ITurretNotify code interface methods - Non-autoturret (player-held) functionality remains unchanged - Some general code cleanup included - Performed in-editor functionality testing - Performed compile error checking - Fixes to come for remote controlled autoturrets (computer station) using the minigun and Attack Helicopter attached miniguns
30 Days Ago
Resolved SpinUpWeapon Animator warning when Minigun is put into a turret and not active/enabled yet
30 Days Ago
merge from minigun_3p_fix
33 Days Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
33 Days Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
38 Days Ago
F7 Player reports (abusive/cheat/spam/offensive name/breaking server rules) now send to the configured reports endpoint (server.reportsserverendpoint), previously only the generic feedback reports did. Tested in editor with separate client/server and locally hosted endpoint