120,821 Commits over 4,018 Days - 1.25cph!
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[D11][TUTORIAL] Added build options for Xbox One
rowboat changes (adding storage space to the front and making the rear seat better for skins)
always rebuild prefabs when doing it from the context menu
Disabled full screen exclusive again due to crashes (Unity downgrade)
Removed scriptable build pipeline test stuff (it's rubbish)
Make sure all prefabs that have been added for preprocessing are actually preprocessed
Removed unnecessary check when creating the file system backend.
Make the Frame Debugger act a bit more reliably
Change FindPrefabNames to use the game manifest when D11_PREPROCESS_PREFABS is being used (because assets may not be in the expected location)
convex collider for deflated HAB cloth
[D11][TUTORIAL] local server config for tutorial map
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Updated Savas Koth DM loot tables
Added L96 to Savas DM loot tables
Merged the hull interior into the cargo ship
[D11] [UI] Added a few textures needed for the inventory and crafting screen
Downgrading to Unity 2018.1.4f1
[D11] [UI] Added "D11_NEWHUD" define to update call in DeathScreen.
[D11] [UI] Misc bug fixes for errors in ConsoleUI, ReflectionProbeEx, and KeyCodeEntry. Added Scroll Bar Materials to repo. Set up test scrollbar graphics. Death/Respawn menu updates scroll target regularly until a way to make it work on first selection is found (currently bugged and returns incorrect value).
[D11] frontend/bootstrap integration WIP. Fix some lumpy sections which were not yielding enough time to make the frontend responsive.
[D11] yet another defines fix
[D11] [UI] Added new Death Screen to build settings scene list.
[D11] [UI] visually changed the crafting screen to look like the mockup, more visual tweaks to the inventory screen
[D11] [UI] Added D11 variant of death screen to maps bundle.
[D11] [UI] Submit for new Death/Respawn Menu for Console when player dies.
[D11] Add Some checking for adding/removing peers
[D11] only call SetD11 when bulding from Jenkins so that local modifications can be used. I think I had broken the server build yesterday as it didn't actually apply the basic server/client defines in the player build, only the bundle build.
[D11] remove old switch "D11_NO_ASSET_PRELOAD"
viewmodel arms fbx, layer mask, edited salvaged axe prefab for test
[D11] Added some missing metas.
[D11] [UI] Hud texture tweaks
merge from d11_console_version
[D11] Temp fix to prevent selecting the keycode input option from automatically entering a number once the trigger is released
[D11] frontend/bootstrap integration WIP. LoadUI is now only for in-game UI, the frontend does not depend on it, achieved by inlining "UITopBarCarousel&Navigation.unity" directly in the scene.
[D11] defer all define setting to the Switch class to make sure the defaults are only specified in one place, remove redundant setting in build and buildassetbundles.
[D11] Prevent LongUse from triggering when interacting with a UIDialog panel
[D11] Try some radical changes, take out defines and try Refreshing AssetDb
[D11] Fix for object use commands being possible with certain UI open, and prevent multiple inputs when holding a button on the keycode entry UI
[D11] test - seems like changing scripting defines in quick succession to different values can cause indeterminate results from building.
removed batching scripts from props on style2
Fixed lerp of server objects shortly after spawn (SAM, dropped items, ...)