branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
[d11][Audio] removed old method timing/capsule based reverbs and added detailed reverb.
[D11] [UI] Changed Leaderboard "Firearm Kills" text to say "Ranged Kills" as requested by Design.
[D11] [UI] Uncommented the things because its screaming at me for more local variables
[d11][Audio] Reverb added to rocket factory interior
[D11] [UI] Commented out local variables associated with the debug log I commented out earlier.
[D11] Design request - increase lookatradius to 0.4
[D11] [UI] Fixed death screen staying open in certain cases where player would respawn too quickly. Commented out log that was causing errors when connecting to server.
[d11][Audio] Fixed missing reverb volume and trigger assignments.
[d11][Audio] fixed missing reverb volume and reverb trigger assignments.
[d11][Audio] Added reverb to Portacabins
[d11][Audio] Office Interior detailed reverbs added
[D11] missed this prefab change from
31600
[D11] [UI] updated the find join servers to the non gradient style, and made some other elements consistent across screens
[D11][UI] Disabled unnecessary layout groups in UIinventory scene. Removed unneeded item icon alpha tween
[D11] [UI] Removed unused local variable.
[D11] [UI] Removed animators from UI components in favor of tweening system. Menu animation handler now uses tweening system for consistent menu animation styles.
[d11][Audio] Detailed reverb for launch siate range interiors and lift cabins
[d11][Audio] Added more detailed reverb zones
[D11][Audio] More detailed reverb zones added.
[D11] [UI] re-added the wip icon which accidentally got deleted because it got detected as a name conflict
re-enable power curve on y-axis aiming controls
Attempted to make D11WorldSpawn stick to a 0.5ms per-frame time budget
[D11] [UI] changing more screens to use the non gradient style, including the pause menu, my games, and brightness/contrast, with more fixed in options and create server (including fixing the white flashing when you deselect)
[D11] Adding a missing string
[D11] [UI] Added new icons for player stats panel.
[D11] Added loot panels to the inventory scene to avoid hanging when opening a lootpanel for the first time
[D11] Added support for Soft Mask gradients. Example implementation used in Staff Credits Screen. Updated TextMeshPro shaders with Soft Mask integration tool.
[D11] [UI] Fixed scrolling past first entry on bottom of leaderboards not correctly updating the list. Fixed player id on player stats panel not showing actual username.
[D11] [UI] Updated the options screens and create new server screens to the new non-gradient bar style
[D11] FOV is now defaulted to the same as the PC version, and the FOV slider now works correctly
[D11] [UI] Replaced most of the WIP icons on Leaderboards screen with actual icons. Deleted old textures that are no longer used.
[D11] Server telemetry web request removed. Only the logging equivalent now exists.
Force LODs to update when objects spawn in. Temporarily added a LODGrid.RefreshAll when you press start. Tidied up some d11worldspawn bits.
[d11][Audio] Added reverb to check point cabin, and Drege Boat.
[D11] Add server.cdn ServerVar and undo hardcoded levelurl
[D11] Update objects with additional commands (eg Eat/Wear) to use the command name instead of the command itself in the UI - also forcing to use D11 translation file
[D11] Fix for players not rotating on server
[D11][Audio] Bunker Room Prefabs , detailed reverb added.
[D11] [UI] Fixed coroutine interruptions and request delays to match players navigation delay. Added display of player card stat results from request. Fixed typo in leaderboards carousel page names. Updated animations/transitions to work better with one another on leaderboard screen initialisation.
[D11][Audio] Added detailed reverb to lighthouse. Removed incorrect reverb from old lighthouse monument prefab. Mixer : reduced volume of Geiger counter
[d11][Audio] Working detailed reverb including fix to trigger script.
[D11] Controller adjustments
[D11] [UI] altered how the hint string looks to make it a bit more obvious, and altered the text for the building hint
changed the nav bar rotational prompt for the large player preview to reflect the updated control
[D11] Added vertical sensitivity to camera aiming
[D11] Movement control adjustments