branchrust_reboot/main/d11_console_versioncancel

4,583 Commits over 731 Days - 0.26cph!

7 Years Ago
[D11] Implemented SendBroadcast in LiteNetLib
7 Years Ago
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)
7 Years Ago
[D11] [UI] fix for old HUD null reference error
7 Years Ago
[D11] Get rid of _outgoingData not needed anymore.
7 Years Ago
Fix for missing define
7 Years Ago
[D11] Added ForceDebug=true to xb1 build to prevent crash on boot when using script debugging
7 Years Ago
[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.
7 Years Ago
[D11] merge from main + related fixes
7 Years Ago
[D11] Add a D11JenkinsFile
7 Years Ago
[D11] Simplify for debugging
7 Years Ago
[D11] Make D11Jenkinsfile use correct branch
7 Years Ago
[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).
7 Years Ago
[D11] Fixes for new UI scripts causing serialisation errors on a bundle build.
7 Years Ago
[D11] Disabled anti-hack move validation on a server running auto-bot tests.
7 Years Ago
[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.
7 Years Ago
[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?)
7 Years Ago
[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.
7 Years Ago
[D11] Start to add back anything we care about
7 Years Ago
[D11] Removed hardcoded IP address
7 Years Ago
[D11] Now handles custom prebuilt versions of unity
7 Years Ago
[D11] Try the official version in unity hub
7 Years Ago
[D11] [UI] Submitted WIP assets for new Vitals bar logic to enable previewing of pending changes to vitals based on item selection/interaction.
7 Years Ago
[D11] Change to checkout scm so we can poll
7 Years Ago
[D11] null check
7 Years Ago
[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.
7 Years Ago
[D11] Try adding PS4 build and use proper root so we can poll
7 Years Ago
[D11] Take it back out for now
7 Years Ago
[D11] Pass unity version
7 Years Ago
[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.
7 Years Ago
[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
7 Years Ago
[D11] Use a different version of unity for console
7 Years Ago
[D11] Add a new Jenkins build method for D11
7 Years Ago
[D11] Debugging why MINIUDP is getting passed
7 Years Ago
[D11] Turn of console builds
7 Years Ago
[D11] Some fixups for d11 console build
7 Years Ago
[D11] Fix D11JenkinsFile
7 Years Ago
[D11] Some more debugging of commandline stuff
7 Years Ago
[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
7 Years Ago
[D11][UI] Added missing prefab and fixed issue with editor build settings
7 Years Ago
[D11] Sanity Check
7 Years Ago
[D11] Update Jenkinsfile
7 Years Ago
[D11] Jenkins update
7 Years Ago
[D11] Commit again
7 Years Ago
[D11] [UI] Hooked up new HUD vital bars and belt bar fixes to D11 in-game HUD. Minor tweaks to materials and textures.
7 Years Ago
[D11] Revert D11JenkinsFile back to how it was now I have got to the bottom of it
7 Years Ago
[D11] Put back in Jenkins PS4 Build
7 Years Ago
[D11] Make asset bundles on Jenkins
7 Years Ago
[D11] Log current defines for manifest
7 Years Ago
[D11] Skip exception on jenkinsBuild
7 Years Ago
[D11][UI] Updated Button icons Navigation bar button icons change depending on platform and if the action is available