198,617 Commits over 4,140 Days - 2.00cph!
Added ToolTips layer, wip worldspace UI tooltips, excluded ToolTips layer from all collisions.
added game option and functionality to always show the health bar of the active unit (selected/moving/attacking) defaulted to enabled.
Dmg overlay / remaining HP fix (I think) for when you do less dmg than the max range.
Improved context radial WIP.
New radial script.
fixed tile with mirror uv
updated WIP ice tile / ice shader
Changed master server address to use the real one.
Standalone builds now default to connecting via master server.
Customisation database now init's on demand if need be.
Added input.WasMouseReleased( key )
Fixed ViewModelFlip stopping worldclicker aiming animation for view models
wordclicker view model animations now use proper variables for 2nd and 3rd viewmodes, instead of using the variable for the 1st view model
Clients can connect using a server list loaded from a website
Downgrading to Unity 2018.1.4f1
[D11] [UI] Added "D11_NEWHUD" define to update call in DeathScreen.
[D11] [UI] Misc bug fixes for errors in ConsoleUI, ReflectionProbeEx, and KeyCodeEntry. Added Scroll Bar Materials to repo. Set up test scrollbar graphics. Death/Respawn menu updates scroll target regularly until a way to make it work on first selection is found (currently bugged and returns incorrect value).
Added AA overtide to PPSettingsModifier.
Override AA for menu coach avatar cam.
PANEL.OnScreenSizeChanged now has 2 arguments - the old width and height
Added PANEL.OnSizeChanged( newW, newH )
Fixed SpawnIcon's SetSize affecting the child element's size too late
Fixed a crash issue with ModelImage.SetSpawnIcon
ModelImage.SetSpawnIcon will no longer display an error image when given non-existent .png, now displays the usual broken image material
More tutorial panel wip.
Added a Reset trigger to Avatar anim controller.
Added Avatar.ResetEmoteState()
[D11] frontend/bootstrap integration WIP. Fix some lumpy sections which were not yielding enough time to make the frontend responsive.
[D11] yet another defines fix
Show tutorial prompt at startup if never played tutorial.
Don't show what's new panel if the player has never played (or declined) the tutorial.
[D11] [UI] Added new Death Screen to build settings scene list.
Stockpile requirement fact first draft
Added BaseEntity.InStockpile ref
[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