126,676 Commits over 4,109 Days - 1.28cph!
[D11][TUTORIAL] Can now hide sections of HUD for gradual HUD unlocking
[D11] Some fixes/improvements to task timing which should lead to better task ordering. Also I noticed all the items assets are in the warmup bundle so made the items initialization depend on that - previously we were doing a per-file load of all the items and then loading them all in the warmup bundle a few seconds later, which was a wasted opportunity.
[D11] Support for console OSK - xb1 - first pass
[D11][UI] Base stat panel displaying when in base and fading when a set distance from base
Up keep time stat updating
[D11] [UI] Credits screen now eases in to scroll. Updated Fonts to include missing characters (Degrees symbol and Bullet point symbol).
Added badges to jumpsuit textures
[D11] DTLS plugin source and windows console testbed initial checkin. Debug DLL PC x64 only so far. Server-client handshaking via cookie verification only. Requires latest version source of OpenSSL linked to compile.
Scientist barge models/prefabs/textures
Cave lift uses parenting trigger
use translated names for objects instead of prefab names
better wire connections
better lookat info
fixed laser detector
added flow blocker
many bugfixes
protocol++
[D11] Client side of introduction of KeepAlive packet to cover loading - not fully enabled because the active servers need upgrading first.
[D11] Server side handling for a KeepAlive packet that the client can send when it is loading, so that we don't just have to rely on long timeouts. Client side code will be committed next, and enabled once servers are upgraded.
[D11] [UI] visual tweaks to the bootflow screens
[D11] Secondary actions implemented
Power bar re added to Hud to stop bows crashing
Added anim events for wire renderer visibility
[D11] [UI] tweaks to sleeping screen
updated vm wire anims, updated cable skinning
reverted wire animator back to previous version
[D11] Fix to litenetlib so that we don't get data messages before a connection has been properly established, it was causing us to throw away messages thinking they were for someone else, since Connection.guid is only setup in OnPeerConnectedEvent. General peer messages are just discarded if the connection isn't established, so they will resent by the normal mechanisms if necessary.
Metal Rowboat, materials textures, gibs and lods
[D11][UI] Hud now displays secondary action when when highlighting object
Added script to switch static controller icons to the correct platform at build time.
[D11] Updated incorrect L2/R2 sprite filepaths
[D11] [UI] visually updated the 'you are sleeping' screen
[D11][TUTORIAL] Added Place Monument button within the editor, to apply heightmap + splatmap + terrain modifications to editor maps.
added power counter
added solar panels
added batteries
[D11][AUDIO] Oops, missed these.
[D11][AUDIO] Final round of audio asset fixes and optimisations.
Further optimized gerstner GPU wave sampling
Added optimized CPU sampler based on new implementation
Added gerstner wave fade out to shore
Added deep sea gerstner wave crest foam
Update water system prefab w/ pre-generated wave data
Fixed potential worldpos interpolator recision issue in water shaders
Tweaked ocean material
compile fix
skin approval