reporust_rebootcancel

56,643 Commits over 2,375 Days - 0.99cph!

2 Years Ago
code cleanup
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2 Years Ago
[D11][UI] Top bar carousel and navigation changed to prefab and set up in scene to prefab Navigation bar improvements Code of conduct compile fix
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2 Years Ago
[D11] [UI] Linked up Code of Conduct page to frontend. Made adjustments in PagedUI system to automatically close previous pages when pushing non-carousel pages to screen stack.
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2 Years Ago
[D11] Fix for not being able to jump after dying
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2 Years Ago
[D11] Graphics settings added to Options Menu & Fix for dpad to work on the Death Screen (and to not open Crafting/Inventory whilst dead either)
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2 Years Ago
[D11] [UI] Updated death marker map interface. Updated mask textures to use alpha instead of black for transparency. Updated MaskedColorLerp shader to correctly use alpha values rather than black and white when masking alpha out on materials. Updated Respawn/Death screen visuals to reflect shader change. Added Code of Conduct screen and assets to project. Added Generic Animation controller for simple menu animations.
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2 Years Ago
[D11] [UI] tweaks to craft screen visuals replaced the 'new craftable' icon with the new one
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2 Years Ago
[D11][UI] When moving an item in the inventory screen the item will now follow the cursor
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2 Years Ago
[D11] Fix for Jenkins server build missing bootstrap scene.
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2 Years Ago
[D11] XboxOne test app compile for CrossVoice
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2 Years Ago
[D11] [UI] Inventory expanded information panel arrow icon will now flip when open. Code for crafting screen information panel is set up needs assigning
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2 Years Ago
[D11] [UI] Improved Inventory navigation now loops around itself and lootpanels.
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2 Years Ago
Cherry picking 29836, 29839, 29840, 29846, 29850, 29881
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2 Years Ago
frame budgeting defaults to 1ms/frame for IOEntities
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2 Years Ago
total revamp of electricity to be one directional and throttled on the server
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2 Years Ago
Electric cable model and textures
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2 Years Ago
Entities can have child entities in their hierarchy
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2 Years Ago
[D11] Try loading the Procedural Map scene async whilst loading/download and deserializing the specific map data - seems ok.
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2 Years Ago
[D11] fix for bundle time client side processing exception (why is this not showing up all the time?)
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2 Years Ago
[D11] Audio Settings added to Options Menu
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2 Years Ago
[D11][AUDIO] Penultimate audio asset fixes.
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2 Years Ago
[D11][UI] Crafting screen blueprint separators persit when changing category
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2 Years Ago
[D11] [UI] Improved protection preview values and inventory screen fixes
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2 Years Ago
[D11] Support other platforms blank for now
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2 Years Ago
[D11] reverted accidentally committed ProjectSettings
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2 Years Ago
[D11] [UI] visual tweaks to crafting screen
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2 Years Ago
[D11] More fixups
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2 Years Ago
[D11] Forgot to rename TestApp
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2 Years Ago
[D11] Make multiplatform
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2 Years Ago
[D11] Display "secs" instead of "seconds" on time sliders
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2 Years Ago
[D11] Add start of the native voice stuff for cross platform
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2 Years Ago
[D11][UI] Selecting a locker now updates protection previews
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2 Years Ago
[D11] Also forgot to include the Day/Night texture a while back, adding now
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2 Years Ago
[D11] Forgot to include hud.cs
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2 Years Ago
[D11] Display & HUD settings now active in the Options Menu
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2 Years Ago
[D11][UI] Inventory screen survival bars added and vital preview code moved into hud element
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2 Years Ago
force toggle timers with 2nd power input compile fix always toggle detector state even with no power
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2 Years Ago
ceiling light is now electric tonnes of bug fixes icons laser detector pressure pad detector door controller
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2 Years Ago
AND/OR/Timer/Splitter deployables
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2 Years Ago
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2 Years Ago
[D11] Controller Settings for Options Menu & finished Slider buttons - options buttons can now automatically hide on consoles they shouldn't display on and navigation events are generated to exclude these
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2 Years Ago
[D11] [UI] Map no longer fades out when HUD is disabled. Ignores parent alpha canvas'.
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2 Years Ago
[D11] Fix for hanging on "Preload Assets" on second time into map from frontend. Arguably it should be using the bootstrap query like "IsBootstrapTaskComplete("Bootstrap_WarmupBundle_Init" but both the frontend and the bootstrap are on defines so to support them all properly would be kind of messy, as the older code paths are deprecated, it can be brought in line.
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2 Years Ago
[D11] Tag some assets with "D11IgnoreTestAsset" to exclude from the manifest, and therefore from the warmup bundle, and from being loaded in the warmups. The assets are mostly copied from work on the tutorial branch, but the filtering logic is a bit simpler. Saves ~160MB off the warmup bundle.
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2 Years Ago
[D11] [UI] Checkin of Death Marker prefab files.
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2 Years Ago
Fixed missing Profiler.EndSample in TeamUpdate
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2 Years Ago
[D11] [UI] Added death marker assets and set up to work in Map UI.
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2 Years Ago
[D11] [UI] updated bootflow screen visuals (logo screen, autosave info, disclaimer)
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2 Years Ago
[D11] [UI] Selected crafting icon now displays name of skin. Crafting queue icon navigation fix.
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2 Years Ago
Added ocean_patrol_path_iterations convar Added timer / editor loading screen text to ocean patrol path generation
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