192,393 Commits over 4,049 Days - 1.98cph!
[D11] [UI] Fix to vital bars not updating with the correct values. Now correctly updates based on containers and using the conditions the items require for their consumable effects.
Moved console commands out of unity project, into server project. (need to remove #ifdefs still).
GameHost standalone #ifdef
Removed SimTick from AI action execution, actions instead have built in tick rate/throttling (leave on 0 for every frame)
Projectiles and thrown weapons inherit velocity from player parent (TODO: server projectiles)
MissionDatabase standalone server only stuff
moved client-only currency method and callbacks out of PlayerRecord.
Deleted clientside DailyChallengeDatabase
Deleted clientside PlayerDatabase.cs, DeletePlayerDB.cs.
#ifdef'd some more Player and PlayerRecord to suit.
[D11] Rebecca - Texture Metadata - 2nd batch resized textures
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[D11] Throw Error in Jenkins
[D11][Jenkins] Disable Win64 and the unneeded methods to debug the master package builds on PS4/XboxOne
[D11] [UI] wrapped some functions in the UIHUD in defines to stop errors when not using the new HUD
Set a food type on consumables that don't have one.
Yams set to Vegetable type.
Only add food items to food supplies.
temp checking in wip bits while I fix some PC issues
[D11] Fixing a lost reference - includes new gamertag and version number text fields which aren't used yet
[D11] [UI] Added a HUD element to visualise players ping, added a HUD element to show players current Coordinates, added a HUD element to visualise current radiation levels, tweaked the appearance of several UI elements and images, added a drop shadow to text that needs it
[D11] Enable package builds on jenkins
BEF-290 : fixed items occasionally being improperly dropped by Actions.DespositEntity
Removed LOD hacks from cargo ship
Removed smooth rotation override from cargo ship (smooth rotation is now default)
LOD components support moving objects when isDynamic is true
Made AI operate in world space more correctly.
PlayerController cleanup/comments
Fixed crafting order pool being filled twice
[D11] [UI] Left Stick and DPad now work for all transitions and movement on the Main Menu Carousel
[D11] Server analytics data expanded to include network statistics.
Hopefully fixed highlighting again
[D11] bit of code to dump full contents of warmup bundle
Building placement settlement radius preview no longer parents to the settlement view when positioning, gets highlighted
Settlement view radius rendering refactored and working again with pooling & new highlighter system
Fixed Highlighting not getting properly re-enabled after being disabled (when UI is hidden, via F10 to cutscene)
Fixed a couple NREs in AI.
Fixed out of range errors when playing directly from a game scene
[D11][UI][WIP] First pass of new UI Loot panels and prefabs. Removed unneeded log message
[D11] Rebecca - Texture metadata - Tex resizing for PS4 build
Reduce weapon recoil a little
Changed criminal serialization to the new system, with a proper ShouldSerialize check, which stops unnecessary serialization happening all the time when the character changes weapon and other unrelated stuff on the same entity.
Fixed wanted stars not resetting when sighted by cops
Fixed vehicle collision crimes
New character type designed for testing. Goes fast etc
15-25 sec interval on charcreate special animations, instead of like 0 seconds.