116,118 Commits over 3,959 Days - 1.22cph!
separated sights, rebuilt prefab, made sights hideable, hooked up shell release effect, skinned rest of chamber to move when pulled back, scaled up ironsight
[D11][UI] Added other player stats panel basic data hooked up and secondary option implemented
Altered top bar alpha canvas
Added spawn.tick_populations and spawn.tick_individuals (respawn tick rate)
[D11] [UI] changed the position of the wounded message so it's not under the compass
art pass on the player stats preview
[D11] [UI] temporarily rolled back a change while i figure out why the inventory won't fade on
[D11] Adjustments to sprint toggle/auto-sprint
[D11][TUTORIAL] Extra HUD elements added to UI restriction
[D11] frontend tidy up WIP
[D11] Changed icons in hud
[D11] [UI] hid server maintenance message on the main menu
[D11] Enabled options menu from pause menu
default params for DebugEx.Log
[D11] [UI] Updated respawn screen textures. Fixed issue with backing texture and respawn button materials.
Update asset fiddler to not apply mip streaming on billboards
Disable mip streaming on billboards
[D11] [UI] add left and right arrows to main menu titles
[D11] [UI] Respawn screen buttons now wrap horizontally and vertically. Commented out misc print strings that were polluting the log. Updated horizontal gradient texture for respawn screen. Commented out obsolete profiler sample frames setting as it auto-sizes and doesn't need defining anymore.
[D11] [UI] only open server info popup if the server exists
[D11] [UI] hooked back up images in serverinfo popup after image locations changed
[D11-Tutorial] Update Tutorial map + Added Tutorial Lighthouse Scene + Added Tutorial Mountain Cabin Scene
[D11] XBox One user hash exposed and added to headers to facilitate HTTP request authentication.
added large battery
small generator emits 50 power
wiretool weirdness fix
fixed timerswitch not working on server load
[D11] Use latest unity version
StatusLightRenderer is IClientComponent
Added StatusLightRenderer for more optimized handling of IO entity indicator lights
Converted indicator lights on blocker and memory cell to StatusLightRenderer
[D11] Quick translated string fix
[D11] Made PopupButtons wider and set their text slightly smaller
[D11] Fix for SERVER define with PopupSystem and fix to stop adjusting template definition values when creating a new text popup
[D11] [#59] Added method to get textmesh pro controller icon for inline
Optimized IOnPostNetworkUpdate
[D11][TUTORIAL] Fix for HUD visibility flags
[D11][TUTORIAL] BaseStats now moved to it's own section for HUD visibility
[D11] [UI] made the carousels fade as they change screens
[D11] [UI] Updated font assets to include Registered, Copyright, and Trademark signs. Also adjusted placeholder icons in certain screens. Adjusted animations in Code Of Conduct and Staff Credits screens.
[D11] [UI] slightly adjusted position of logos
[D11] [UI] added 3rd party software logos to the bootflow logo screen
anim updates, added pullback, added world model prefab and setup
[D11] [#59] Fixes for platform controller button prompts
[D11] WIP Reporting flow, with a bunch of fixes and improvements to popups in general. Invert Y Axis now enabled and working in the Options Menu.
[D11] [UI] - Updated the loading screen image + aAded middleware logos
[D11] [#61] Fix skin picker crash
[D11] [UI] UI Asset optimisations. Added new updated textures. Combined sprite sheets. Added new "Tier" info to Building Context. Added placeholder lock icons to temporary info on Loading and Respawn screens.
[D11][TUTORIAL] Fix for lookat tooltip not displaying in some cases
[D11] [UI] Player corpse panel now tracks killer name and weapon