192,393 Commits over 4,049 Days - 1.98cph!
[D11] update to changes to split off frontend - main code changes; tested on ps4 and largely fine, couple of issues which may or may not be related but will investigate next.
BEF-740: lding placement should auto-face to unconstructed campfires
BEF-744: Unit portraits should save when being updated live
BEF-732: Enable dirt decals for unconstructed buildings
[D11] Prevent ReportingFlow from trying to add sleeping players to the "Recently Encountered Players"
Exposed addon type override labels in building editor
Berries are less plentiful and don't grow so quickly
Hooked up energy meter for selected units (BEF-737)
[D11][TUTORIAL] Added extra localisation keys for hint messages
Building UI conditional content, label replacement
[D11] more wip on splitting frontend from in-game, split off all objects in D11_Frontend.unity which were not really in the frontend's lifetime (actually they are global). Again I've made these all into separate scenes to get some consistency, but it would probably be better to create (for example) a single "GlobalUI.unity" scene which pulls in all the relevant prefabs, and just use the separate scenes for editing purposes.
Maintain movement path display in confirm move state
wip confirm action state stuff
Restored crafting UI changes lost in merge from research UI
Serialization and some extra bits
[D11][TUTORIAL] Fixed editor exception caused by updating contents between layout and repaint for tutorial inspectors
[D11] Default to SCEE and pass catalogue version to Xbox
Fix for fame bar value/display
Scoreboard no longer shows latency on end-of-round screen
End-of-round screen now shows scoreboard by default. Needs some minor adjustments (like not showing latency).
Working on allowing the end-of-round UI to show the final scoreboard as its default content. Also moved some UI scripts around.
Simplified Note.cs with the TextArea attribute
Added a more animation options. Added animation to game menu and alerts.
[D11] more wip on splitting frontend from in-game, use page parameterization better and start to move code out of D11_Frontend as that needs to do a lot less, plus this way pages like "BrightnessContrast" are no longer tied to being used in a specific place.
Animating a slide and and background fade for the scoreboard. Other UI could use it too.
[D11] more wip on splitting frontend from in-game, just bringing over some stuff I added on my tidyup branch, not yet used.
[D11] more wip on splitting frontend from in-game, oops forgot this from previous commit
[D11] more wip on splitting frontend from in-game, move the pop system into the global UI group (had to create a scene2prefab scene for this, just to be consistent with everything else, but as mentioned in previous commit message, maybe it would be better to change them all to just instantiated prefabs depending on test results.
[D11] more wip on splitting frontend from in-game, move the loading screen into the global UI group.
[D11] more wip on splitting frontend from in-game, "uitopbarcarouseldisplay" needs to be a separate scene again in order to be split off into a "global" group with a different lifetime to the frontend. Other components need similar treatment, doing one at a time. We seem to be using scene2prefab and then just using the scene anyway, rather than having a list of scene names we could have lists of UI prefabs to load, just need to do decide on one technique or the other rather than a bit of both, though there's some reason to believe scenes might load quicker than loading a prefab and instantiating it, will have to test both.
Did a bit of cleanup on the old UI stuff to remove all the missing ref warnings. Left the UI_SETUP scene for now so we can still check out and grab old UI stuff.
[D11] more wip on splitting frontend from in-game, remove dependencies on Frontend (really PagedUI but that needs fixing too)
[D11] more wip on splitting frontend from in-game, remove dependencies on Frontend (really PagedUI but that needs fixing too)
[D11] Make it possible to generate the bootstrap codepaths for all platforms supported without having to switch into each platform in turn + some WIP code for splitting off the frontend from the in-game.
minor Hapis fixes and tweaks
Fix duplicated effects not having model name in respective hooks
[D11][TUTORIAL] Various Tutorial actions/fixes, Tweaks to helicopter AI so should no longer stick around and repeatedly kill you. Custom tutorial logic on sleeping bag to allow for instant spawning
Minicopter for alex. (not sure if scale is 100%, just got internet)