192,957 Commits over 4,049 Days - 1.99cph!
[D11][UI] Fixed issues with recycler and implemented right stick controls.
Added EncodeVector2i / DecodeVector2i to BitUtility
Moved Vector2i, Vector2b, Vector3i, Vector3b to Facepunch.System
[D==] Adds frontend music class
[D11] Adds in looping audio functionality. I've still not added the looping loading music just yet.
[D11] Fixes main menu loop positions
[D11] The FP music editor goes wonky sometimes so checking in these assets now to snapshot them whilst they are good
[D11] New batch of recoil adjustments
[D11][UI] Created loot panel class for player loot to allow right stick navigation. Also changed gear/inventory headings to 1 text box instead of 3.
[D11] Prevent controller vibration being continuous
[D11] Another (and hopefully last) fix for death screen not appearing after certain environmental death types
removed old proto. meshes materials and textures, correctly named greybox prefabs, materials and textures, created correct mirror versions, backfaced meshes,
[D11] Fix for achievement #32
[D11][UI] Methods for editing vending machine orders highlighted current order objects
[D11][Tutorial] mp working again. Make a copy of object before processing it (if needed)
Tidied up some of the library, gridsnap and overall UX of the editing tools.
Scene backup
Scientist turret laser tweak.
[D11] Updated trophy description
Added control rig and constraints to base weapon attachment hierarchy
Driven key attributes for Left/Right hand attachments
[D11] Frontend Audio WIP ... Checking in now to snapshot what I have. Fixed a couple of bugs in the FP music code that was stopping music from playing in certain coditions in what looks like race conditions between the speed of the audio setup code and the audioDSP clock? maybe
[D11][UI] Vending Machine admin panel now implemented. Fixed a typo in the engine.json file
[D11][Tutorial] Added tutorial scripts and tutorial assets
Some (Inputs/Outputs/targetnames) Hammer Drop Downs will size themselves to fit up to 15 elements at the same time instead of the old random 5 to 9
Middle Mouse Click on Hammer 3D view now acts as mouse look
[D11] Updated PS4 Trophy rewards as per design
Prisoner Pods/Chairs and Airboats update water level of their drivers just like Jeeps do
Aitboat without a physics object doesn't crash either
Panel.SizeToChildren() and Panel.ChildrenSize() no longer count panels marked for deletion
Updated some missed default spawnicons
PlayerSilentDeath is called at a time which is more consistent with PlayerDeath hook
Cops are now only half as accurate with their gun aim.
Updated all our imported Unity packages, including the Post Processing stack. Fingers crossed this might fix the "Resource ID out of range in GetResource" bug. All seems to be working well.
Basic system for allowing AI to sense characters making a loud noise. Probably better would be a "loud noises" list similar to the existing "scary places", that gets cop AI to look and move in the direction of a noise, without necessarily detecting the actual perpetrator. But this does the job for now.
Also added IItemHolderExtensions and removed some unnecessary stuff from the interface.
Fixes for tree preprocessing/pooling (bug 1190, trees not falling)
Optimized buoyancy cpu path; now 35% faster
Protocol++
Merge place and delete tool