193,008 Commits over 4,049 Days - 1.99cph!
Disabled santa airdrop
network++
[D11] frontend changes wip fix #4; PagedUI no longer automatically opens the first page in the list, probably best not to assume the ordering, and Rust pushes it manually anyway, and it makes it easier to deal with PagedUIs which don't instantly activate, which leads onto the next point - in game code no longer references the frontend (which was crashing since it is no longer loaded then), the options menu and corpse stat panel both simply create their own PagedUI instances. Not really sure why they need this at all since they are both single pages, but I guess it helps should they get more complicated. Some simplifications to PagedUI.
[D11] frontend changes wip fix #3; PagedUI should not have been a singleton, FrontendUI on the other hand should be. This opens up the possibility of creating more PagedUIs (which needs to be done anywhere FrontendUI is currently being accessed in game). Also remove confusing casts that are no longer necessary. Remove references to global UIs when the parent UI can be known locally, makes it much easier to reuse UIs in several places.
Fix null check on MonoBehaviour via interface, which was causing errors at end-of-round.
Fixed prison looking for a CrimeManager over and over if it isn't there
Scoreboard show rank correctly
Scoreboard highlights the local user.
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Disabled xmasrefill event
Disabled xmas tree craft
[D11] frontend changes wip fix #2; start to unbind UI pages from the global PagedUI (which is really the FrontendUI...classes need some changes). Pages have a reference to the UI they belong to in order to make reuse simpler.
[D11] frontend changes wip fix #1 (see notes, hopefully temporary)
[D11] update to changes to split off frontend - main code changes; tested on ps4 and largely fine, couple of issues which may or may not be related but will investigate next.
BEF-740: lding placement should auto-face to unconstructed campfires
BEF-744: Unit portraits should save when being updated live
BEF-732: Enable dirt decals for unconstructed buildings
[D11] Prevent ReportingFlow from trying to add sleeping players to the "Recently Encountered Players"
Exposed addon type override labels in building editor
Berries are less plentiful and don't grow so quickly
Hooked up energy meter for selected units (BEF-737)
[D11][TUTORIAL] Added extra localisation keys for hint messages
Building UI conditional content, label replacement
[D11] more wip on splitting frontend from in-game, split off all objects in D11_Frontend.unity which were not really in the frontend's lifetime (actually they are global). Again I've made these all into separate scenes to get some consistency, but it would probably be better to create (for example) a single "GlobalUI.unity" scene which pulls in all the relevant prefabs, and just use the separate scenes for editing purposes.
Maintain movement path display in confirm move state
wip confirm action state stuff
Restored crafting UI changes lost in merge from research UI
Serialization and some extra bits
[D11][TUTORIAL] Fixed editor exception caused by updating contents between layout and repaint for tutorial inspectors
[D11] Default to SCEE and pass catalogue version to Xbox
Fix for fame bar value/display
Scoreboard no longer shows latency on end-of-round screen
End-of-round screen now shows scoreboard by default. Needs some minor adjustments (like not showing latency).
Working on allowing the end-of-round UI to show the final scoreboard as its default content. Also moved some UI scripts around.
Simplified Note.cs with the TextArea attribute
Added a more animation options. Added animation to game menu and alerts.
[D11] more wip on splitting frontend from in-game, use page parameterization better and start to move code out of D11_Frontend as that needs to do a lot less, plus this way pages like "BrightnessContrast" are no longer tied to being used in a specific place.
Animating a slide and and background fade for the scoreboard. Other UI could use it too.
[D11] more wip on splitting frontend from in-game, just bringing over some stuff I added on my tidyup branch, not yet used.
[D11] more wip on splitting frontend from in-game, oops forgot this from previous commit
[D11] more wip on splitting frontend from in-game, move the pop system into the global UI group (had to create a scene2prefab scene for this, just to be consistent with everything else, but as mentioned in previous commit message, maybe it would be better to change them all to just instantiated prefabs depending on test results.
[D11] more wip on splitting frontend from in-game, move the loading screen into the global UI group.
[D11] more wip on splitting frontend from in-game, "uitopbarcarouseldisplay" needs to be a separate scene again in order to be split off into a "global" group with a different lifetime to the frontend. Other components need similar treatment, doing one at a time. We seem to be using scene2prefab and then just using the scene anyway, rather than having a list of scene names we could have lists of UI prefabs to load, just need to do decide on one technique or the other rather than a bit of both, though there's some reason to believe scenes might load quicker than loading a prefab and instantiating it, will have to test both.