userJarryd Campicancel
branchrust_reboot/main/hackweek_accessibility_colourblindcancel

20 Commits over 31 Days - 0.03cph!

4 Months Ago
Fixed deuteranopia typo Adjusted default deuteranopia values based on feedback
4 Months Ago
Merge from main
4 Months Ago
Added option to change colour of deployed laser detector (green, blue and yellow options) Lasers attached to weapons are unaffected
4 Months Ago
Merge from main
4 Months Ago
Added holo sight colour to the colour blind settings, comes in green and blue options Fixed some errors if a colour setting was set to an out bounds index via the console
4 Months Ago
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
4 Months Ago
Make AccessibilityComponent abstract
4 Months Ago
Don't recreate the decal material if not needed
4 Months Ago
Merge from main
4 Months Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
4 Months Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
4 Months Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
4 Months Ago
Merge from main
5 Months Ago
More colour options
5 Months Ago
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments Didn't make a convar for this, it's not really noticeable in normal gameplay https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
5 Months Ago
Added ability to change the colour of mushrooms Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
5 Months Ago
Add a new accessibility section to the options menu, list all colour customisation options https://files.facepunch.com/jarryd/1b0811b1/Unity_i4M6UPzANS.jpg
5 Months Ago
Allow the player to modify the colour of the building blocked radius around monuments
5 Months Ago
Added support for changing nametag colours, with specific team, ally, enemy and clan colour options Also applies to colour of team mate markers on the map
5 Months Ago
Added convars to change the colour of tree hit markers and the health/thirst/hunger bars to a selection of preset colours for colorblind players Uses a new AccessibilityCollection data class to store options, currently implemented colour and material swap versions Each collection type has a corresponding component https://files.facepunch.com/jarryd/1b0811b1/Unity_87LQF6dyfh.jpg