198,693 Commits over 4,140 Days - 2.00cph!
Deleted UIInRangeIndicator after trying to debug it and finding it's not actually used any more
[D11] [TUTORIAL] Fix for SerializeField enum being hidden behind define
Don't arrest if you're dead (0HP). Should stop "ghost cops" arresting people
Add my CharacterHealth damage before init check back, just in case (trying to solve ghost cops)
[D11] [UI] AnimationDebug defines fixed for SERVER and now only enabled if defined as such.
- Added map icons for corp drug dealers.
- Refactored most map icons to use the same base prefab and a simple AddIcon method in Map.cs. Especially useful for classes that need a map icon where prefabs can't be assigned.
[D11] [UI] Removed old animator loading icons from screens, added new prefab loading icon and added logic to disable loading icon when not needed to prevent animation from playing. Removed animator from selected item and changed logic to directly influence the canvas group (seemed to just be setting the alpha to 0 or 1 in the animator anyway, along with some minor scale tweaks that seem unnecessary.
[D11][UI] Integrated stand alone skin picker into repair bench ui. Added important navigation action highlight. Finished off work on skin picker ui
[D11] DTLS network API DemoPeer stuff hooked-up.
[D11] [UI] Fixed slow call to FindObjectOfType. Added reference to look at tooltip in UIHUD singleton. Fixed AutoSave sprite sheet animation restarting too quickly.
Fixed freeze when opening map
"Simplified" the triplanar texturing for tiles
Python fixes.
Testscene backup.
Semiauto, revolver, python vfx & positioning improvs.
Python & semiauto pistol barrel position improvs.
Nailgun & M92 vfx.
M92 barrel attachments don't clip into the slide.
Backup
Muzzleflash Light EX is its own prefab for easy tweaking.
rebuilt all building prefabs with lods, ushaped stairs mirror has collision bug right now, need to add wall_door_half and wall_quarter too
Hijack Hidden/CubeBlur to try and fix reflection probes
Strip logo stuff (unused) from Simple_Tile, fix shader swaps so player color shows up on tiles again
[D11] [Audio] PS4 Stereo Voice Chat WIP
[d11][Audio] Updated HitMarker Volume and Round Robin usage.
[D11] [UI] Fixed runtime error missing canvas group reference in HUD and compiler error in LookatTooltip.
[D11] [UI] Fixes to more animators that are set to always animate in the frontend UI. Adjustments to HUD elements that used animators when they really didn't need them.
Pie menu text wrapping fix
Dev UI item font fix
Fixed vitals order on HUD
Fixed tooltips on HUD
Enable child lock on inventory
Character stops using interactables when pressing tab. Fixes an old bug where it would say some interactables were busy, also fixes bug where right clicking items would "disappear"
[D11] [TUTORIAL] moved define to not include serialized field
Added ASE for prototyping
Elite Combine soldiers will no longer try to fire their Energy Balls (and make the noise/stop shooting) if their currently equipped weapon does not have an alt fire (i.e. is not ar2)
Elite Combine soldiers can now use their Energy Balls aganst any NPC or player, not just player allies.
Fixed SMG1 and AR2 fired by NPCs cutting off previous firing sounds
Fixed SMG1 grenade smoke effect
[D11] [UI] Animator Optimisations on Frontend screens. Texture crunch on auto-save sprite sheet.
Changed guid on a couple of editor-only tools to match original
DON'T BREAK THE JSON TOM!
cherry pick pathfinding/range fixes from 6509
Load of strings for #1866
Fixed standard attack range being affected by movement reducing tile effects.
Removed reversed tile neighbour functionality as its not needed.
Removed the default parameter from pathfinder that was fucking it all.