193,784 Commits over 4,079 Days - 1.98cph!
[D11] [UI] visually changed the crafting screen to look like the mockup, more visual tweaks to the inventory screen
[D11] [UI] Added D11 variant of death screen to maps bundle.
quarry interaction positions
[D11] [UI] Submit for new Death/Respawn Menu for Console when player dies.
[D11] Add Some checking for adding/removing peers
[D11] only call SetD11 when bulding from Jenkins so that local modifications can be used. I think I had broken the server build yesterday as it didn't actually apply the basic server/client defines in the player build, only the bundle build.
[D11] remove old switch "D11_NO_ASSET_PRELOAD"
viewmodel arms fbx, layer mask, edited salvaged axe prefab for test
[D11] Added some missing metas.
scale ball launcher balls to zero instead of just disappearing, before destroying.
[D11] [UI] Hud texture tweaks
swirly effect on ball launcher fx disappears much faster
hooked up particle effects on ball launcher ball bounce and death
click cursors now show after the unit highlight delay
update player ui background color
intensity of the player line is now changing on player turn
merge from d11_console_version
destroy the tiles after tilefall.
Added a unit spotlight to the tile spotlight, so units get lit too.
Added a video option for unit spotlights.
hide the red wifi symbol for now (panel still greyed out)
launcher ball script now has prefabs to use for impact and destroy effects.
Bunch of editor performance improvements as the data browser was getting sluggish
hooked up ball_launcher_3 fx to ball to trigger around ball death time
[D11] Temp fix to prevent selecting the keycode input option from automatically entering a number once the trigger is released
[D11] frontend/bootstrap integration WIP. LoadUI is now only for in-game UI, the frontend does not depend on it, achieved by inlining "UITopBarCarousel&Navigation.unity" directly in the scene.
is mining on and off animation parameter setups
mining anim setup in controller with isMining but not hooked up to the mining job
hand axe chopping and mining anims
[D11] defer all define setting to the Switch class to make sure the defaults are only specified in one place, remove redundant setting in build and buildassetbundles.
[D11] Prevent LongUse from triggering when interacting with a UIDialog panel
Log a warning in debug builds when clients get rate limited so we can see why
update crowd to react on unit target
[D11] Try some radical changes, take out defines and try Refreshing AssetDb
updated crowd face anim stuff/shader/texture
fixed ball_launcher trigger effect not firing (added animation event on trigger anim)
added ball_launch object and set up ball launch in script, wip trying to get effect to trigger
Hacky fix for criminal component ordering...
added ball launcher trophy, updated customisation DB, set up prefabs, added wip effects