255,019 Commits over 3,990 Days - 2.66cph!
Fixed UI/Colourize shader not obeying rect mask
[D11] [Audio] Checking in WIP.. Path to PS4 side is not longer silent but audio is distorted.
Added VirtualScroller
ServerBrowser lists use VirtualScroller (saves ~12,000 objects)
Bring back bits of Dynamic Decals that we were still using
tinted some of the fuse wall brighter
fuse minion remote speech
more speech setup
Merge branch 'master' of SpaceUsurperUnity
confuse bullets bounce on bounds
Fixed bug when applying video settings using keyboard / controller
Merge branch 'master' of SpaceUsurperUnity
[D11] [UI] Removed final animator components and fixed continuous animations on UI elements in all frontend and in-game screens. Added additional debug text for filtering between UI and Game animators.
[D11] Fixes to the GameTip HUD element
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.
Header page title and sidebar hover
[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.
sandboxcontainer changes and serverlist
Fixed freeze when opening map
New system for props to be completely broken - once broken they can't be used and must be repurchased
More broken roots
Clear fire job is fire gets pooled
Can now adjust damage range of fire
Added influence tracking for sea sick safe areas
Compile fix
Tweaked how staff rooms define what jobs staff can do
Can now remove a target generator from an action chain without the inspector throwing exceptions
Updated put out fire action chain to no longer need fire extinguisher dispensers
WIP fire wardens office room for putting out nearby fires
Boilerplate stuff for thunderstorms
"Simplified" the triplanar texturing for tiles
Baked scripts for each stage now put in different classes
Python fixes.
Testscene backup.
Semiauto, revolver, python vfx & positioning improvs.
Updated Facepunch.ExpressionStrings
Working on code gen for action lists
Bullets now use ActionList
Now all action handlers use ActionList
Codegen for repeat, condition, setValue, and most of callMethod
More CallMethod codegen, now supporting passing most data types
LocalizedString codegen
Action list methods fully implemented!
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' into codegen
Support for array parameters in action list code gen
CHIPPY-287: Fixed fuse stage progress bar
Updated Facepunch.ExpressionStrings
Python & semiauto pistol barrel position improvs.
Support for array parameters in action list code gen
CHIPPY-287: Fixed fuse stage progress bar
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
hunter dark attack, more speech
fix mech shieldgen-core rotation
Merge branch 'master' of SpaceUsurperUnity
tutorial curse, tutorial guy error, etc
intro stage curse powerup
tutorial changes
unit.remove speech bubbles works for bubbles added by stage
tutorial guy gives protips when victories > 0
LocalizedString codegen
Action list methods fully implemented!
Merge branch 'master' of SpaceUsurperUnity
Merge branch 'master' into codegen
Added GetAuthSessionTicketAsync, which waits on GetAuthSessionTicketResponse_t before returning
[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.