branchrust_reboot/main/d11_console_versioncancel

4,549 Commits over 731 Days - 0.26cph!

8 Years Ago
[D11] Wrapped input code in define to avoid generated code
8 Years Ago
[D11] Update Main Menu prefab
8 Years Ago
[D11] Main Menu buttons now animation position on transition state change
8 Years Ago
[D11] Network logging verbosity level set to sensible default on client, and supports command-line override too.
8 Years Ago
[D11] Network logging improvements for the server. Introduced command-line managed verbosity levels.
8 Years Ago
[D11] Main Menu selection cursor now has an anchor point to accommodate resolution changes
8 Years Ago
[D11] Re-enable notifications after solving zip files
8 Years Ago
[D11] Turn off notifications while I work out some kinks
8 Years Ago
[D11] Remove zip if already exists
8 Years Ago
[D11] Remove the zip after copying
8 Years Ago
[D11] Copy the zip to the build drive for before deployment
8 Years Ago
[D11] Zip the build of the server
8 Years Ago
[D11] Build.cs and BuildAssetBundles.cs from MS1 Branch
8 Years Ago
[D11] Fix for Textmesh pro
8 Years Ago
[D11] Use D11JenkinsFile from MS1 Branch
8 Years Ago
[D11] Fix for issue when loading through bootstrap
8 Years Ago
[D11] [UI] Updated new selection animation to be slightly faster. Adjusted radial menu textures slightly to increase visibility of certain elements.
8 Years Ago
[D11][#13][UI] Ingame carousel will correctly close when the player dies or is disconnected
8 Years Ago
[D11] [UI] Updated Radial Menu Textures with different method for blending between radial and segment glows (WIP). Replaced code-based animations with Unity Animation assets in new Radial menu, set up new animations for menu. Adjusted centre text to be more readable and take up more empty space. Centre icon now matches it colour to the status of the action you have selected to more accurately reflect its usable state.
8 Years Ago
[D11][#8] Generic loot containers are openable again
8 Years Ago
Add a copy of the rust Rust native dll source code for the d11 console branch, and premake files to build it. I've used d11's modified version of premake4 which has been modified to support ps4 and xbox one.
8 Years Ago
Add a copy of the racknet native code. This is Facepunch's wrapper layer in "Networking.cpp/s", merged with the latest full source of raknet, and premake files. I've duplicated dll's premake4.exe but will tidy this up when the structure settles down. Racknet DLL for windows and ps4 (prx) can be built, I haven't tried xbox one yet.
8 Years Ago
WIP ps4 shader fixes. It is not possible to test any of these changes yet, it is just needed to get everyone able to build and run the console versions. It is also not designed to be merged back into the main branch, I will need to test that these changes are ok on the original platforms and if not, make them conditional.
8 Years Ago
Initial JIT fixes, this is enough to get into the main menu, there will likely be lots more. Unity docs suggest this kind of code doesn't actually need to be called but my experiences have been otherwise, need to look into and potentially raise a question about it.
8 Years Ago
Missed another shader fix for ps4
8 Years Ago
Editor script changes for building asset bundles and doing the actual build for consoles
8 Years Ago
Enable json.net for PS4 build
8 Years Ago
Prebuilt native dlls for ps4, these are built from the respective directories in Plugins folder at the top of the tree, using premake to generate the solutions and then build them and copy them here.
8 Years Ago
Another ps4 shader fix.
8 Years Ago
Switch to IL2CPP by default for PS4 until we can address the .NET 4 requirements which prevent a console mono build.
8 Years Ago
Another ps4 shader fix.
8 Years Ago
Another ps4 shader fix.
8 Years Ago
Consoles load bundles from Application.streamingAssetsPath.
8 Years Ago
rebuild ps4 native DLLs with __declspec (dllexport)
8 Years Ago
[D11] Added EAC_DISABLED for console builds to disable via build defines
8 Years Ago
[D11] More changes to help get console working
8 Years Ago
[D11] Added ability to disable steam via build defines
8 Years Ago
[D11] More changes to get console versions working - wip
8 Years Ago
[D11] More console changes, allows for package builds (with manual intervention for now), and loading into a level from FE.
8 Years Ago
Initial Xbox One fixes, native dlls
8 Years Ago
Part 1 of changes to boot ps4 into a fixed server game. This commit removes server side checks that are specific to Steam.
8 Years Ago
Part 2 of changes to boot ps4 into a fixed server game. This commit removes client side checks that are specific to Steam, and makes a hard coded local server appear in the server list (click "FIND GAME" button, select "Local Network" server list, then click the refresh button and "localserver" should show up, connect to this like normal)
8 Years Ago
revert accidental change
8 Years Ago
additional change for detecting the local player without steam present. This means currently we can only connect one player to our local server, but we will replace the user id generation with our own system and remove this as things progress.
8 Years Ago
rebuild raknet DLL for x64 against the same source code that we got for console support. This mismatch was stopping the ps4 version connecting to the server.
8 Years Ago
More console fixes: disable filesystem warmups for now as it's taking excessively long to load into levels, will come back to this later. Use Application.persistentDataPath to write procedural map data to, cannot just write to the root directory on console.
8 Years Ago
Temporarily disabled timeouts in Raknet as the levels are taking a very long time to load. Use Application.temporaryCachePath instead of Application.persistentDataPath as the latter is crashing for some reason, will investigate later.
8 Years Ago
Some more temporary measures to get into a network game on ps4 - disable encryption on both client and server, avoid procedural levels which are taking too long and running out of memory. Also remove a bit of spam logging I left in raknet by accident.
8 Years Ago
[D11] Initial support for console controller - wip
8 Years Ago
[D11] Allow controller to respawn on death