192,957 Commits over 4,049 Days - 1.99cph!
[D11][TUTORIAL] Undo of some files that shouldn't of been checked in...
Fixed building inspector closing repeatedly
b10 fixes from building_addons_v2
removed the old glow line setup on all the platform, tweak reflection probe to the new render settings
[D11] Consume entitlements on boot, this will add any virtual currency purchased
[D11][TUTORIAL] Cave Tutorial
Rewrote IO entity response limiting (override ResponseLimited to true when desired, currently only ElectricalDFlipFlop and ElectricalBlocker)
Moved IO entity network update call so the visual state of the IO entity always fits what has been sent to its children (now also only sends one network update even if the state updates 50 times in one tick)
[D11] [UI] Added tier indicator to Building Context menu. Added icon for "Twig" tier (base tier below wood).
Can receive a message when the visible viewcontroller has changed
Reduced Igniter health 5->4
Increased Igniter range 4->5
Increased Igniter damage 1-2 -> 1-3
removed hidden ball launcher trophy from main scene
ViewControllers keep a reference to their archetypes
Stat severity editor improvements.
[D11][TUTORIAL] Changed WaitForInput to use button up instead
added script to change the logo texture mipmap bias
[D11]Changed default hold time from 0.2 to 0.8.
[D11] Popup text boxes now resize themselves to fit in overflowing text, and the popup itself will stretch accordingly. Also adding some WIP stuff for the reporting flow
Added slow as balls gradient editor style severity level editor to stats.
Updated AI profiler hooks.
update lvl up panel, removing fan text, adding field for currency, adding FX for lvl up (nothing setup tho)
[D11] [UI] disabled skip to title on the frontend so we can check what it looks like on console
[D11] Profile sign out/Profile switch dialogs
[D11] DTLS library wip: exposed the client connection loop as a tickable function and a 'AddMessage' function for writing encrypted network traffic to the server.
Updated the rest of my UI to TextMeshPro text
tweak ui trajectory arrow mip map settings
fixed career team creation progress bar
texture pass, setting up max size/compression/mipmap/filtering/aniso on all the existing textures..or almost...
adding missing shader
some texture cleanup
post process tweak
Realised I should be using TextMeshPro rather than the old Text. Starting conversion of what I've already done.
Added graphics.impostorshadow convar toggle
Working on the new lot purchase UI
Re-enabled refl probe blending and box projection
Re-enabled proper refl probe support to rust/std and core shader sets
Added button divider graphics on the quit dialog, to match the spec
Quit overlay button hover FX work now
Initial implementation of severity level mappings on stats
added prevent build volume to Craggy Island puzzle
Only show interactions for addons assign to slots in editor