branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
[D11] Implemented SendBroadcast in LiteNetLib
Standalone build now allows for local server/client connection (currently uses CraggyIsland and can be accessed pressing the steam workshop button on main menu) For this to work it uses a special unstripped assetbundle.
Currently has no cleanup code and only tested on windows/editor.
Added "AssetBundle/for client+server" script that should build out the asset bundle without any client/server stripping
Added "Build/Client/ win64 with local server" Should build out exe with local server enabled
Added "Switch/Allow Local Server" for adding the correct defines to enable local servers (ALLOW_LOCAL_SERVER)
Added use EDITOR_ASSET_BUNDLE to allow the editor to use assetbundles (added mainly to test that prefabs weren't getting stripped)
[D11] [UI] fix for old HUD null reference error
[D11] Get rid of _outgoingData not needed anymore.
[D11] Added ForceDebug=true to xb1 build to prevent crash on boot when using script debugging
[D11] [UI] adjusted the notifications so that player vitals related notifications are on the right, and removed bars on ones that didn't need bars. updated the health/hunger/thirst bars to match the mockup.
[D11] merge from main + related fixes
[D11] Add a D11JenkinsFile
[D11] Simplify for debugging
[D11] Make D11Jenkinsfile use correct branch
[D11] Re-disabled compression on server asset bundle build to improve build times, and re-added a line lost in the merge for applying script-overridden build defines (probably wouldn't have affected most people).
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
[D11] WIP faster warmup with warmup bundle - needs bundles re-built with USE_WARMUP_BUNDLE enabled. Currently I call FileSystem_Warmup.run immediately after AssetBundleBackend is constructed, just for quicker testing.
[D11] compute the pre-filtered warmup list from the prefabProperties list in the game manifest, at design time instead of at run time. It was taking a very long time to run on ps4 (45 seconds in debug)
change the standard asset bundles to chunk-based, seems to produce results that all fit within 4GB as long as you do a clean build by deleting the existing bundles (why is this?)
[D11] Reimported all audio clips with rules for import settings as defined in AudioClipProcessor, try to make good choices about which to stream and which to compress and load. Actually I committed some of these by mistake with another changelist, these are the remaining files.
[D11] Start to add back anything we care about
[D11] Removed hardcoded IP address
[D11] Now handles custom prebuilt versions of unity
[D11] Try the official version in unity hub
[D11] [UI] Submitted WIP assets for new Vitals bar logic to enable previewing of pending changes to vitals based on item selection/interaction.
[D11] Change to checkout scm so we can poll
[D11] Client auto-bot stress testing, for simulating multiple remote connections from a single client. Enabled with D11_CLIENT_AUTO_BOTS, and f5/f6 at runtime.
[D11] Try adding PS4 build and use proper root so we can poll
[D11] Take it back out for now
[D11] [UI] Wrapped "VitalPreview" code inside #if CLIENT define, updated texture and added materials for vitals bar elements. Code adjusted to match in-game HUD requirements for proper implementation.
[D11] [UI] updated aesthetics for the compass, voice chat icon, hint banner, HUD notifications
added thus far inert UI elements for base stats, coordinates, stance display, pinned recipe and inventory fullness indicator
[D11] Use a different version of unity for console
[D11] Add a new Jenkins build method for D11
[D11] Debugging why MINIUDP is getting passed
[D11] Turn of console builds
[D11] Some fixups for d11 console build
[D11] Some more debugging of commandline stuff
[D11][WIP][UI] New front end system (use D11_FRONTEND to enable)
Paged UI implementation
Crafting and inventory screens changes.
Placeholder icons for button prompts
Additional UI WIP Files
UI Control is now based off the analog stick instead of the D-pad
Implemented D-pad events and rename facebutton events to be clearer
[D11][UI] Added missing prefab and fixed issue with editor build settings
[D11] [UI] Hooked up new HUD vital bars and belt bar fixes to D11 in-game HUD. Minor tweaks to materials and textures.
[D11] Revert D11JenkinsFile back to how it was now I have got to the bottom of it
[D11] Put back in Jenkins PS4 Build
[D11] Make asset bundles on Jenkins
[D11] Log current defines for manifest
[D11] Skip exception on jenkinsBuild
[D11][UI] Updated Button icons
Navigation bar button icons change depending on platform and if the action is available