193,229 Commits over 4,049 Days - 1.99cph!
update icer anim, adding particle FX/setup
Fix issues with the merge
Increased door HP from 400 to 1000.
Beds now handle being destroyed + bug fix
Industrial wall2 lamp prefabs.
L3 WIP.
Drop stuff when container items are destroyed
Show owner's username on door interaction.
Fixed buy shop having two of the same type of table
[D11] [UI] Assortment of fixes to the parser for UI Markup and added support for parsing TextMeshPro components.
chainlinkfence_albedo trilinear instead of bilinear.
▆▆▍▍█▆▋▇▇ █▌▅▊ ▉▇▅▌ ▅▆ ▉▆▋▇▄▇▍ ▋▇█ ▆▋▅▊█ ▅▍▊▋▍ ▄▉▍▇▋█▉▇ ▊▊▊▋▄▌ ▊▍▉▍ ▍▊▉▉ █▌▅▊▊▉▅
[D11] [UI] Fixed type in compiling font size variable in UI Markup.
Track wins, losses and highest elo per season
[D11] CustomiseServer popup hooked up
check for non-cached Lua files on disk before requesting them from servers
▉▊▋▄▇ ▇▋▌ ▆▅▆▅ █▌▄▉▄▊ ▄▄▄▉
[D11] [UI] Added code to parse latest news from server.
[D11][UI] Connected players player reporting flow. Missing popup define
[D11][Audio] Finished setting up all the new UI with sound defintions, had to rename some of the D11 assets to make management of assets easier going forwards.
Increased size of confirm action button.
Added placeholder left/right camera rotation buttons.
Move/attack confirm states now cancel when selecting other tiles, confirm on button press (blocks tiles)
Forced fast forward button visible until I figure out why UI blur being disabled is breaking stuff.
Set unit texture aniso to 2 (from 0) until I figure out why that's breaking stuff.
Set avatar render texture depth to 24bit with stencil (fixes completely white image, but now has black BG)
Override target DPI to 250 for shorterm FPS boost.
Increase LOD grid processing timeout
[D11] [UI] Finished UI Markup parser code, submitting so I can get latest to start work on a test in a build.
Added proper coliders to each floor
▇▋▋▌ ▌ ▊▆▌▄█ ▌▇ ▊▊▄▇ ▌█▋▅▋ ▄▅▇█▊, ▇▉▆▍▋▅ ▍▄ █▄▌▋ ▊▆▄▊█▉█▌▌▇▋ (▅▉█▄ ▋▅▇▉▇█▅ ▆▊ ▉▅▊▊▇▉▅)
▌█▄▊▇ ▋▋▇ ▍▄▅▉▍▅▇_▊█▋▋▋▉▌ ▍▄▇▄
Do not rehash clientside Lua files unless it is actually needed
Splitting client-only data
Added debug path for client/server
More raster path optimizations
Stop refreshing server list upon joining a server or switching between server list types (Internet, LAN, favorites, etc)
Double the amount of servers shown per gamemode
Do not hide "Stop refreshing" button while browsing servers of a gamemode
Reduced rankiing impact of empty servers, increased ranking impact of full servers
Server ranking based on player count now starts earlier
Added missing barrier
Fixed LOD naming
MT exit routes rework - there is now cover outside the chimney and the ladder route through the mine to leave the complex