127,275 Commits over 4,109 Days - 1.29cph!
[D11][UI][WIP] First pass of new UI Loot panels and prefabs. Removed unneeded log message
Fixed a couple NREs in AI.
[D11] bit of code to dump full contents of warmup bundle
[D11] Server analytics data expanded to include network statistics.
[D11] [UI] Left Stick and DPad now work for all transitions and movement on the Main Menu Carousel
Made AI operate in world space more correctly.
LOD components support moving objects when isDynamic is true
Removed LOD hacks from cargo ship
Removed smooth rotation override from cargo ship (smooth rotation is now default)
[D11] Enable package builds on jenkins
[D11] [UI] Added a HUD element to visualise players ping, added a HUD element to show players current Coordinates, added a HUD element to visualise current radiation levels, tweaked the appearance of several UI elements and images, added a drop shadow to text that needs it
[D11] Fixing a lost reference - includes new gamertag and version number text fields which aren't used yet
[D11] [UI] wrapped some functions in the UIHUD in defines to stop errors when not using the new HUD
[D11][Jenkins] Disable Win64 and the unneeded methods to debug the master package builds on PS4/XboxOne
[D11] Throw Error in Jenkins
[D11] Rebecca - Texture Metadata - 2nd batch resized textures
Projectiles and thrown weapons inherit velocity from player parent (TODO: server projectiles)
[D11] [UI] Fix to vital bars not updating with the correct values. Now correctly updates based on containers and using the conditions the items require for their consumable effects.
Players don't inherit network group when parented
Players update their network group even when standing still while parented
Players update their server query position even when standing still while parented (for AI queries)
Cargo ship lifeboat arms prefabs and meshes
Added lifeboat arms to the cargo ship scene
ambientLightLOD set to isDynamic
PlayerGrid now lives in world space, and other world vs local space things related to AI.
More progress on AI heading/orientation when on the Cargo Ship.
More work on solving orientation for AI on the Cargo Ship.
More improvements to AI orientation when on the Cargo Ship.
Corrected projectile directions for NPCs when on the Cargo Ship.
[D11] Start adding some platform publishing assets
[D11] Add share param file path on PS4
[D11] Support for building server asset bundle on a Mac for OSX64.
[D11] [UI] Main Menu overhauled to more closely match design doc. Button behaviour extended to allow locked buttons
[D11][UI] More UI loot panels. Fix for opening an unchanged panel
[D11] More complicated build steps
[D11] [UI] Recycler loot panel
[D11][Jenkins] More Fixes
Adjusting the cover point system to support being part of a dynamic, moving entity.
Adjusting the A* pathfinding system to use dynamic positions that can follow a moving parent.
Updated Scientist prefabs with proper stat definitions that got lost earlier in the week.
Fixed NRE in A* scientist's navigation.
Added GetLocalVelocity, GetWorldVelocity and GetParentVelocity for both client and server
Implemented server velocity for cargo ship
Server projectiles and thrown weapons inherit velocity from player parent
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More work on AI orientation while on the cargo ship.