107,043 Commits over 3,836 Days - 1.16cph!
Car battery meshes / textures
[D11][TUTORIAL] Tutorial steps now have actions + editor scripts (With garish colours...)
[D11][TUTORIAL] Tutorial steps now have actions + editor scripts (With garish colours...)
[D11] [UI] Submit for missing meta file.
[D11] [UI] Submit of missing folder(?) that didn't appear in previous pending changes list.
[D11] [UI] Updated TextMeshPro assets to utilise correct folders for fonts, materials, and sprites tag-usage inline. Updated Code Of Conduct screen to utilise various formatting styles for better visuals. Updated menu animation handler to utilise animation speed variable to speed up or slow down animations where needed.
Merge from entity_parenting_elevators
[D11] protocol bump for loading keep-alive
Made a bunch of model bone related code work on the server as well (required for elevator trigger movement in standalone)
Rocket crane lift uses parenting trigger
Bone name for lift parenting trigger is inspector variable
[D11] wait for the bootstrap to complete a bit later (last possible point at the current time). This means if you choose a server before the UI has finished loaded you won't get a loading screen (being fixed currently), also if you do it too soon, the server authentication could time out (just waiting on running servers to upgrade to enable keep alive), but at least the server menu is responsive and the overall flow is bit more overlapped. As the warmup bundle is optimized the potential for having to wait for the loading will narrow to hopefully an acceptable level.
[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.