193,784 Commits over 4,079 Days - 1.98cph!

7 Years Ago
[D11] [UI] visually changed the crafting screen to look like the mockup, more visual tweaks to the inventory screen
7 Years Ago
[D11] [UI] Added D11 variant of death screen to maps bundle.
7 Years Ago
quarry interaction positions
7 Years Ago
[D11] [UI] Submit for new Death/Respawn Menu for Console when player dies.
7 Years Ago
hand axe lod
7 Years Ago
[D11] Add Some checking for adding/removing peers
7 Years Ago
Merged
7 Years Ago
[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.
7 Years Ago
[D11] remove old switch "D11_NO_ASSET_PRELOAD"
7 Years Ago
viewmodel arms fbx, layer mask, edited salvaged axe prefab for test
7 Years Ago
[D11] Added some missing metas.
7 Years Ago
scale ball launcher balls to zero instead of just disappearing, before destroying.
7 Years Ago
[D11] [UI] Hud texture tweaks
7 Years Ago
swirly effect on ball launcher fx disappears much faster
7 Years Ago
new atmos piece
7 Years Ago
hooked up particle effects on ball launcher ball bounce and death
7 Years Ago
click cursors now show after the unit highlight delay
7 Years Ago
missing shader
7 Years Ago
adding WIP ice tileset
7 Years Ago
update player ui background color intensity of the player line is now changing on player turn
7 Years Ago
WIP
7 Years Ago
fix battle intro ui
7 Years Ago
Re-enabled view previews
7 Years Ago
merge from d11_console_version
7 Years Ago
destroy the tiles after tilefall.
7 Years Ago
Added a unit spotlight to the tile spotlight, so units get lit too. Added a video option for unit spotlights.
7 Years Ago
hide the red wifi symbol for now (panel still greyed out)
7 Years Ago
launcher ball script now has prefabs to use for impact and destroy effects.
7 Years Ago
update action point UI
7 Years Ago
Bunch of editor performance improvements as the data browser was getting sluggish
7 Years Ago
hooked up ball_launcher_3 fx to ball to trigger around ball death time
7 Years Ago
Fix build error
7 Years Ago
[D11] Temp fix to prevent selecting the keycode input option from automatically entering a number once the trigger is released
7 Years Ago
[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.
7 Years Ago
art
7 Years Ago
is mining on and off animation parameter setups
7 Years Ago
mining anim setup in controller with isMining but not hooked up to the mining job
7 Years Ago
hand axe tree chop
7 Years Ago
hand axe chopping and mining anims
7 Years Ago
[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.
7 Years Ago
[D11] Prevent LongUse from triggering when interacting with a UIDialog panel
7 Years Ago
Log a warning in debug builds when clients get rate limited so we can see why
7 Years Ago
update crowd to react on unit target
7 Years Ago
[D11] Try some radical changes, take out defines and try Refreshing AssetDb
7 Years Ago
updated crowd face anim stuff/shader/texture
7 Years Ago
fixed ball_launcher trigger effect not firing (added animation event on trigger anim)
7 Years Ago
added ball_launch object and set up ball launch in script, wip trying to get effect to trigger
7 Years Ago
merge
7 Years Ago
Hacky fix for criminal component ordering...
7 Years Ago
added ball launcher trophy, updated customisation DB, set up prefabs, added wip effects