branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
[D11] [UI] added lock icons to the data we don't yet have in the server info screen
[D11] [UI] added a new server info popup screen in the join server UI
[D11] [UI] Added new UIScene_D11 to maps bundle, added Loading Screen prefab to Frontend after the previous merge reverted it.
[D11][ UI] Added new Loading screen to match mock-up for console. Adjusted Code of Conduct and Credits screens based on feedback. Added required assets for new screens and animations.
[D11] [UI] slightly adjusted the size of the chat box to fit 10 lines instead of 8
[D11] [UI] compressed the main menu background textures a little more
[D11] Silent Login via Playfab working on PS4, Disabled FTM, Updated PlayFab SDK and resolved some Ionic.Zip issues - [D11] Silent Login via Playfab working on PS4, Disabled FTM, Updated PlayFab SDK and resolved some Ionic.Zip issues
[D11] Belt bar quick equip last item and off settings enabled
[D11] Check for engaged user sign out/profile switch when app suspended
[D11] Support for kicking back to IIS if player signs out/switches profile
[D11] Fixed PagedUI.ClearPageStack to work as intended - and CloseUI now fully closes everything in the queue. PageQueue is also now visible in the Inspector
[D11] [#47] Reload Menu functional.
Crafting menu will stop updating the navigation bar when closed
[D11] DTLS plugin initial checkin. x64 server-client support only. All functionality disabled by default.
[D11] PS4 Common Dialog Unity Source (native/managed) - modified v5.5 to expose close method for ime dialog (OSK)
[D11] Quick equip suggestions working for best medical item, weapon, tool, and food
[D11] Actually including the Options prefab so the unused buttons are locked now
[D11] Fix for Options navigation events being generated before buttons had a chance to deactivate if not needed
[D11] Belt bar quick equip implemented and displaying on Hud belt bar ( just gets first inventory item for now)
[D11] Support for closing OSK on ps4 + close OSK if player dies and it's open
[D11] Added RequestSystemToken() this returns the AuthToken on PS4 and Empty on other platforms FTM
[D11] [UI] visual tweaks to initial bootflow screens, added brightness and contrast to bootflow screen (disabled by default so as not to annoy everyone, use first time setup boolean in frontend to enable)
[D11] Unused Options buttons locked, and placeholder texts set - also restored +connect command line functionality and Fixed Server IP Address can be set in the editor on D11_Frontend->UI.MainMenu object
Better fix for World.Name (which doesn't break the server)
Fix for incorrect world filename due to change in when the scene gets loaded
[D11][UI] Base stats panel now showing sleeping points number of furnaces and total storage
[D11] Console OSK support for ps4 + required controller settings
[D11] [UI] Submit for missing meta file.
[D11] [UI] Submit of missing folder(?) that didn't appear in previous pending changes list.
[D11] [UI] Updated TextMeshPro assets to utilise correct folders for fonts, materials, and sprites tag-usage inline. Updated Code Of Conduct screen to utilise various formatting styles for better visuals. Updated menu animation handler to utilise animation speed variable to speed up or slow down animations where needed.
[D11] protocol bump for loading keep-alive
[D11] wait for the bootstrap to complete a bit later (last possible point at the current time). This means if you choose a server before the UI has finished loaded you won't get a loading screen (being fixed currently), also if you do it too soon, the server authentication could time out (just waiting on running servers to upgrade to enable keep alive), but at least the server menu is responsive and the overall flow is bit more overlapped. As the warmup bundle is optimized the potential for having to wait for the loading will narrow to hopefully an acceptable level.
[D11] Some fixes/improvements to task timing which should lead to better task ordering. Also I noticed all the items assets are in the warmup bundle so made the items initialization depend on that - previously we were doing a per-file load of all the items and then loading them all in the warmup bundle a few seconds later, which was a wasted opportunity.
[D11] Support for console OSK - xb1 - first pass
[D11][UI] Base stat panel displaying when in base and fading when a set distance from base
Up keep time stat updating
[D11] [UI] Credits screen now eases in to scroll. Updated Fonts to include missing characters (Degrees symbol and Bullet point symbol).
[D11] DTLS plugin source and windows console testbed initial checkin. Debug DLL PC x64 only so far. Server-client handshaking via cookie verification only. Requires latest version source of OpenSSL linked to compile.
[D11] Client side of introduction of KeepAlive packet to cover loading - not fully enabled because the active servers need upgrading first.
[D11] Server side handling for a KeepAlive packet that the client can send when it is loading, so that we don't just have to rely on long timeouts. Client side code will be committed next, and enabled once servers are upgraded.
[D11] [UI] visual tweaks to the bootflow screens
[D11] Secondary actions implemented
Power bar re added to Hud to stop bows crashing
[D11] [UI] tweaks to sleeping screen
[D11] Fix to litenetlib so that we don't get data messages before a connection has been properly established, it was causing us to throw away messages thinking they were for someone else, since Connection.guid is only setup in OnPeerConnectedEvent. General peer messages are just discarded if the connection isn't established, so they will resent by the normal mechanisms if necessary.
[D11][UI] Hud now displays secondary action when when highlighting object
Added script to switch static controller icons to the correct platform at build time.
[D11] Updated incorrect L2/R2 sprite filepaths
[D11] [UI] visually updated the 'you are sleeping' screen
[D11][AUDIO] Oops, missed these.