branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
[D11][Jenkins] Isolate XboxOne
[D11][Jenkins] Fix for compile on XboxOne
[D11] [UI] Fixed transitions for In-game UI. Carousels/PagedUI parents can now set their own transition speed between pages.
[D11] Utility script to do asset modifications and various stat gathering
[D11][Jenkins] Enable other platforms
[D11] Do Translation.Init much earlier to avoid stalling the async warmup bundle preloading.
[D11][Jenkins] Sort out the folders. Also try and compile via one method to speed up
[D11] Fixes and improvements to the Inventory screen and new HUD screen
[D11] [UI] Fixed new condition bars not updating correctly. Adjusted colour values of item slot background on belt bar and changed condition bars to have an alpha of 0 by default.
Processed Merge in ItemIcon.cs.
[D11] Meta files for PS4 Textures
[D11] [UI] Fixed condition bar not being hidden when item in slot becomes null or breaks.
[D11] Inventory icons reset and fix for UIInventory define
[D11] Modified to enable crunching on textures that already have per-platform settings if not already enabled - when setting console texture max size
[D11] Fix for define issues
[D11] Copy to network share
[D11][Jenkins] - copydir destination builds
[D11] Fix for assets pulled into the warmup bundle because they are dependencies, but which were originally in other bundles, not being in the TOC of the warmup bundle so couldn't be loaded at run time. This seemed to mostly affect sound effects.
[D11][Jenkins] - mount build drives and unmount
[D11][Jenkins] Always unmount build drive on failure
[D11] Rebecca - Texture metadata - Tex resizing for PS4 build
[D11][UI][WIP] First pass of new UI Loot panels and prefabs. Removed unneeded log message
[D11] bit of code to dump full contents of warmup bundle
[D11] Server analytics data expanded to include network statistics.
[D11] [UI] Left Stick and DPad now work for all transitions and movement on the Main Menu Carousel
[D11] Enable package builds on jenkins
[D11] [UI] Added a HUD element to visualise players ping, added a HUD element to show players current Coordinates, added a HUD element to visualise current radiation levels, tweaked the appearance of several UI elements and images, added a drop shadow to text that needs it
[D11] Fixing a lost reference - includes new gamertag and version number text fields which aren't used yet
[D11] [UI] wrapped some functions in the UIHUD in defines to stop errors when not using the new HUD
[D11][Jenkins] Disable Win64 and the unneeded methods to debug the master package builds on PS4/XboxOne
[D11] Throw Error in Jenkins
[D11] Rebecca - Texture Metadata - 2nd batch resized textures
[D11] [UI] Fix to vital bars not updating with the correct values. Now correctly updates based on containers and using the conditions the items require for their consumable effects.
[D11] Start adding some platform publishing assets
[D11] Add share param file path on PS4
[D11] Support for building server asset bundle on a Mac for OSX64.
[D11] [UI] Main Menu overhauled to more closely match design doc. Button behaviour extended to allow locked buttons
[D11][UI] More UI loot panels. Fix for opening an unchanged panel
[D11] More complicated build steps
[D11] [UI] Recycler loot panel
[D11][Jenkins] More Fixes
[D11][Jenkins] Add all platforms client/server ps4/win64/xboxone and make them all configurable in jenkins
[D11] [UI] Tool cupboard, research table and workbench loot panels
[D11] WIP experimental code to help speed up bootstrap type code; define IO and CPU tasks and the dependencies between them. The code will compute the optimal ordering (respecting dependencies) that maximises efficiency for both IO and CPU at the same time. Tasks are timed and data is fed back into the algorithm next time it is run, also the IO taks create data which can be used to build an asset bundle to eliminate file seeking; by running this and feeding all the information back in, and running it again, it should settle on the optimal arrangement of tasks. The system could use different data on different platforms to produce different runner code, giving the optimal performance on all devices. When code or assets change the system can be re-run to recalculate the optimal sequence, but as long as the dependencies haven't changed the old code will still function correctly, just won't be as fast as it could be. This is still in the development stages and yet to be tested with real game bootstrap tasks, which should need only minor modification to fit into the system's stubs.
Also merged in changes from Matt's streaming branch to enable async file loading in the FileSystem backends.
[D11] Turn off client builds to catch server builds
[D11] Change to agent none
[D11][UI] Implemented controller navigation prompts for lootpanel items