126,617 Commits over 4,109 Days - 1.28cph!
[D11] Remove jenkinsConfig
[D11] Set some compile options if builds are release/debug
[D11][WIP] Implemented system for UI to consume input. Switched UI code to trigger on Button Up rather then button down. Fix for looting corpse
Fixed path following of A* paths for Scientists on Cargo Ship.
[D11] crunched textures, compressed animations, a few other fixes for the demo build.
Switched over to test AI for scientists on Cargo Ship.
Commented out debug vis for scientist LOS.
Adjusted scientist speed a bit on Cargo Ship.
Adjusted scientist waypoints a bit on Cargo Ship.
More AI tweaks at Cargo Ship.
[D11] Ignore -buildTo on assetbundles builds
More tweaks to AI related to Cargo Ship.
[D11] See if this fixed the PS4 Streaming Assets
[D11] Merge texture crunch code + remove caching of warmup assets in AssetBundleBackend as the order of assets doesn't always match the order of asset names unfortunately.
Berry bush texture and material tweaks
[D11] Merge from WorldCache branch to get maps loading fully from file on console.
[D11] Display some debug info for CI to find out where the asset bundles are going.
Berry bush black, red and blue variants
[D11] [UI] fix to a missing reference in the pinned recipe element
[D11] Copy the StreamingAssets on Jenkins
[D11] Fix for On load crafting, resolution issue, and Implemented setting the pinned recipe form the crafting menu
[D11] [UI] Visual tweaks to the HUD; altered colours, changed positions, and edited UI element images.
[D11] Mistake on the build display name
[D11] Rid of some things not needed
Improved AI Line of Sight when on the Cargo Ship.
Improved NPC orientation when on the Cargo Ship.
Added a constantly pathing A* scientist on the deck for testing.
temp fix for scientist visibility
Subtracted PlayerModel AI changes
Subtractive merge of PlayerModel changes.
Disabled impostor shadows (testing shadow job crash)
[D11][WIP] Building controls, switching structures with shoulder buttons implemented.
[D11] Removed unnecessary stat from server performance metrics request.
[D11] More fixes for jenkins
[D11][WIP] Changed how Input is handled to change boat acceleration and reverse to trigger buttons
[D11] TE Repair bench Lootpanel and Update to prefabs for better navaigation
Fixed moving scientists not animating the movement when parented.
[D11] [UI] Main Menu can now return to the Title Screen and back again, includes a number of fixes for transitions and selected items when moving between pages
[D11][UI] Implemented controller navigation prompts for lootpanel items
[D11] Change to agent none
[D11] Turn off client builds to catch server builds
[D11] WIP experimental code to help speed up bootstrap type code; define IO and CPU tasks and the dependencies between them. The code will compute the optimal ordering (respecting dependencies) that maximises efficiency for both IO and CPU at the same time. Tasks are timed and data is fed back into the algorithm next time it is run, also the IO taks create data which can be used to build an asset bundle to eliminate file seeking; by running this and feeding all the information back in, and running it again, it should settle on the optimal arrangement of tasks. The system could use different data on different platforms to produce different runner code, giving the optimal performance on all devices. When code or assets change the system can be re-run to recalculate the optimal sequence, but as long as the dependencies haven't changed the old code will still function correctly, just won't be as fast as it could be. This is still in the development stages and yet to be tested with real game bootstrap tasks, which should need only minor modification to fit into the system's stubs.
Also merged in changes from Matt's streaming branch to enable async file loading in the FileSystem backends.
More work on NPCs on cargo ships.