branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
[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.
[D11][AUDIO] Final round of audio asset fixes and optimisations.
[D11] Add Packages directory to CreateClone
[D11] [UI] Adjusted Code of Conduct screen to now read from a text file. It will pull the date from the string within the file that has the relevant tag and add all other text to the content. Should allow us to easily change the information without requiring the editor to be opened.
[D11] [UI] Added comments in credits text file for instructions on available tags. Updated code to ignore comments and slightly adjusted how to check for tags.
[D11] [UI] Adjusted Credits scroll to now be a consistent speed regardless of length.
[D11] [UI] Checkin for Staff Credits screen and required assets. Hooked up to Frontend.
[D11] [UI] changed the 'workbench require' text to textmeshpro which should solve a layout issue in the crafting screen
[D11][UI] Clear navigation bar when closing the crafting menu
[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
[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.
[D11] Fix for not being able to jump after dying
[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)
[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.
[D11] [UI] tweaks to craft screen visuals
replaced the 'new craftable' icon with the new one
[D11][UI] When moving an item in the inventory screen the item will now follow the cursor