192,985 Commits over 4,049 Days - 1.99cph!
[D11] Moved D11_Frontend scene and tweaked topbar anchoring
Updated HAB prefab with gibbable script on deflated balloon
Fixed basket gibs outputting convex collider errors
Adding deflated balloon gibs
[D11][UI] Crafting screen expanded info panel implemented. Improvements to sink skin select carousel. Crafting buttons will not show skin options if no skins are avalible
[D11] enable new bootstrap sequence by default (for client only)
Fixed HAB basket gibs using balloon gibs
Fixed some issues with Whacky Races checkpoints.
fix squad editor hologram render texture resize issue
Resource widget WIP (don't use this yet)
More shelter data.
Friendly health bars are green again.
Styled enemy health bars. (red)
Fixed a bunch of static events in the project (mostly mine) that should have been client/server split to avoid double-ups on listen server
gui_game that isn't all disabled.
Minor loading scene tweak.
GUI game scene.
ContextMenuWidget v1 & related assets.
pass on mechanical and confetti FXs/ textures/ tweak/ optim
pass on all avatar body texture, adding fake AO to the difuse to avoid flicker du to highlighted edges
Must be tired today... fix double connection/disconnection events properly
Remove a couple of old prints
Split up connection/disconnection events into client/server, so they no longer call subscribers twice on listen servers.
Remove unused file, update NE cache
underwear censorship work
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Don't play sound effect the first time option toggle value is set. (init)
reset collected bonush cash value after it's awarded, not just at match init
Wetness stat simulator now takes into account rain resistance of worn clothing and occupied building, simulates drying using temperate at entity position
Interaction position groups can be flagged as "in building", used to set Unit.InBuilding property
Added customisation profiles to replay protobuf defs.
Save/restore customisations for replays.
Replays++
started adding customisation to replays
changed biter trophy description to Rammer
Added all the pre-made ui prefabs, linked the main menu stuff up. Linked up toggle and slider options to convars.
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Retry on TimeoutException
[D11] [UI] Pie Menu now uses correct method of destroying objects.
Reverted reverted contxt menu
BEF-616: Middle mouse closes side-panels, but it probably shouldn't. (So that you can MMB pan around without closing panels)
Refafctored settlement supplies system, no longer uses SupplyTypes enum, instead tracks items, units plus item, food and weapon types
Fixed entity component editor drawers showing enabled and name fields
Context menu opens on hover for non-units
Sleeping effect not exposed to UI
Reworded some data
1 man shelter unlockable
changed GetComponent to GetComponentInChildren for public override void ResetLODSize()