192,968 Commits over 4,049 Days - 1.99cph!
[D11][Tutorial] Added extra tutorial assets for UI monument prefabs, hooked up options UI
[D11] Couple of hint fixes for Options buttons
[D11] [UI] Join server popup information hooks. Fixed Create Server not working. Added checks in PopupSystem for whether a prefab is ready or not.
[D11] Checking in looping loading music.
[D11][UI] Fixed text issues with renaming and assigning sleeping bags. Fixed typos in recycler help
Rejoining when you already have a character is now more robust. It also now works correctly with the editor "fast countdowns" option enabled.
Bringing back UI debug as it's useful sometimes. Off by default.
Have item deployers only propagate to owner
Added TerrainDistanceMap to CraggyIsland as a test
[D11] Attempt to hook server connect routine to stop frontend music and switch to game music
[D11][UI] Fixed issues with recycler and implemented right stick controls.
Added EncodeVector2i / DecodeVector2i to BitUtility
Moved Vector2i, Vector2b, Vector3i, Vector3b to Facepunch.System
[D==] Adds frontend music class
[D11] Adds in looping audio functionality. I've still not added the looping loading music just yet.
[D11] Fixes main menu loop positions
[D11] The FP music editor goes wonky sometimes so checking in these assets now to snapshot them whilst they are good
[D11] New batch of recoil adjustments
[D11][UI] Created loot panel class for player loot to allow right stick navigation. Also changed gear/inventory headings to 1 text box instead of 3.
[D11] Prevent controller vibration being continuous
[D11] Another (and hopefully last) fix for death screen not appearing after certain environmental death types
removed old proto. meshes materials and textures, correctly named greybox prefabs, materials and textures, created correct mirror versions, backfaced meshes,
[D11] Fix for achievement #32
[D11][UI] Methods for editing vending machine orders highlighted current order objects
[D11][Tutorial] mp working again. Make a copy of object before processing it (if needed)
Tidied up some of the library, gridsnap and overall UX of the editing tools.
Scene backup
Scientist turret laser tweak.
[D11] Updated trophy description
Added control rig and constraints to base weapon attachment hierarchy
Driven key attributes for Left/Right hand attachments
[D11] Frontend Audio WIP ... Checking in now to snapshot what I have. Fixed a couple of bugs in the FP music code that was stopping music from playing in certain coditions in what looks like race conditions between the speed of the audio setup code and the audioDSP clock? maybe
[D11][UI] Vending Machine admin panel now implemented. Fixed a typo in the engine.json file
[D11][Tutorial] Added tutorial scripts and tutorial assets
Some (Inputs/Outputs/targetnames) Hammer Drop Downs will size themselves to fit up to 15 elements at the same time instead of the old random 5 to 9
Middle Mouse Click on Hammer 3D view now acts as mouse look
[D11] Updated PS4 Trophy rewards as per design
Prisoner Pods/Chairs and Airboats update water level of their drivers just like Jeeps do
Aitboat without a physics object doesn't crash either
Panel.SizeToChildren() and Panel.ChildrenSize() no longer count panels marked for deletion