userJakbcancel

463 Commits over 1,249 Days - 0.02cph!

1 Year Ago
Code cleanup and reordering
1 Year Ago
Fixed wearables being removed when selecting a new item
1 Year 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
1 Year Ago
Setup new UI layout for tabbed collapsable item and wearable search. Code setup next
1 Year 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
1 Year Ago
Randomising the player seed preserves selected clothing
1 Year 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
1 Year Ago
Redid UI sizing
1 Year Ago
Reapplied player changes
1 Year Ago
Subtract 127494 - contained unwanted files
1 Year Ago
Increase UI size so the scene feels better maximised
1 Year 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
1 Year Ago
Load all wearables into the UI and setup wearable filtering - mirroring the item setup. Can likely clean this up later.
1 Year Ago
Setup "Randomise Player Seed" button. Some code cleanup/preparations
1 Year Ago
Duplicated item's scroll view and filter input to create a scroll view and filter box for wearables
1 Year 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
1 Year Ago
Cleaned up needsCursor, capslock input, item giving, InitPlayer and capslock scene help text
1 Year Ago
merge from god_indicator
1 Year Ago
NRE fix for UIGodOverlay Instance not being initialised yet when saved convars are loaded. Tested in editor.
1 Year Ago
merge from main
1 Year Ago
Fixed bug case where UIGodOverlay could be enabled by setting godforceoffoverlay false when god and godforceoverlay were both already false, changed argument
1 Year Ago
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1 Year 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
1 Year Ago
Now spawning the viewmodel in the world at the correct position by disabling VM camera and adding new editor-only position override bool
1 Year Ago
Add help text "Press Capslock to use UI" and change default text on FilterInput to "Filter items..."
1 Year Ago
Equip the item on the player when a button is pressed
1 Year Ago
Reset the vertical scrollbar position to the top when typing in the filter box
1 Year 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
1 Year Ago
Fixed scrollview position anchoring to remain consistent when maximised
1 Year 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
1 Year Ago
Simpify filtering logic
1 Year Ago
UI Layout changes. Viewmodel scroll now has a filter text box. Removed old viewmodel UI
1 Year Ago
Scene now has scrollview populating with a button for every viewmodel in the game with an OnPressed event. Adjusted styling
1 Year Ago
WIP remaking the ViewModel editor testing scene with flex UI and more functionality. Currently populating every viewmodel to a dropdown
1 Year Ago
Set the invis indicator on PlayerInit (connection to the server) to make sure client UI is synchronised with the server state
1 Year Ago
Extend setinvis_ui to include developer checks as well as admin
1 Year Ago
Changed UIInvisOverlay to inherit from SingletonComponent - Performed in-editor functionality testing - Performed compile error checking
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
Resolved SpinUpWeapon Animator warning when Minigun is put into a turret and not active/enabled yet
1 Year Ago
merge from minigun_3p_fix
1 Year Ago
Fixed some old sins in debug.cs (static public -> public static) and fixed old typo in debug.invis description text
1 Year Ago
Admin command `debug.invis` now displays GameUI when invis is active https://files.facepunch.com/jacob/1b0111b1/Unity_mEGC9tT2nm.png
1 Year 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
1 Year Ago
Made OnFeedbackReport RPC async and log upload results/exceptions
1 Year Ago
Send non-player-specific BreakingServerRules F7 feedback reports to the server.reportsserverendpoint
1 Year Ago
Updated ReportType enum so BreakingServerRules is correctly marked as LAST. Fixes bug where non-player-specific BreakingServerRules F7 feedback reports are not ignored by server.reportsserverendpoint when this was the intended behaviour in CS:109053 04/12/24
1 Year Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
1 Year Ago
F1 console no longer saves the `quit` command after it's entered. Prevents you loading the game up again and accidentally quitting because it was your last-used command - I did this twice now whilst playing and trying to access combatlog!