111,707 Commits over 3,928 Days - 1.18cph!
[D11] update to changes to split off frontend - main code changes; tested on ps4 and largely fine, couple of issues which may or may not be related but will investigate next.
[D11] Prevent ReportingFlow from trying to add sleeping players to the "Recently Encountered Players"
[D11][TUTORIAL] Added extra localisation keys for hint messages
[D11] more wip on splitting frontend from in-game, split off all objects in D11_Frontend.unity which were not really in the frontend's lifetime (actually they are global). Again I've made these all into separate scenes to get some consistency, but it would probably be better to create (for example) a single "GlobalUI.unity" scene which pulls in all the relevant prefabs, and just use the separate scenes for editing purposes.
[D11][TUTORIAL] Fixed editor exception caused by updating contents between layout and repaint for tutorial inspectors
[D11] Default to SCEE and pass catalogue version to Xbox
[D11] more wip on splitting frontend from in-game, use page parameterization better and start to move code out of D11_Frontend as that needs to do a lot less, plus this way pages like "BrightnessContrast" are no longer tied to being used in a specific place.
[D11] more wip on splitting frontend from in-game, just bringing over some stuff I added on my tidyup branch, not yet used.
[D11] more wip on splitting frontend from in-game, oops forgot this from previous commit
[D11] more wip on splitting frontend from in-game, move the pop system into the global UI group (had to create a scene2prefab scene for this, just to be consistent with everything else, but as mentioned in previous commit message, maybe it would be better to change them all to just instantiated prefabs depending on test results.
[D11] more wip on splitting frontend from in-game, move the loading screen into the global UI group.
[D11] more wip on splitting frontend from in-game, "uitopbarcarouseldisplay" needs to be a separate scene again in order to be split off into a "global" group with a different lifetime to the frontend. Other components need similar treatment, doing one at a time. We seem to be using scene2prefab and then just using the scene anyway, rather than having a list of scene names we could have lists of UI prefabs to load, just need to do decide on one technique or the other rather than a bit of both, though there's some reason to believe scenes might load quicker than loading a prefab and instantiating it, will have to test both.
[D11] more wip on splitting frontend from in-game, remove dependencies on Frontend (really PagedUI but that needs fixing too)
[D11] more wip on splitting frontend from in-game, remove dependencies on Frontend (really PagedUI but that needs fixing too)
[D11] Make it possible to generate the bootstrap codepaths for all platforms supported without having to switch into each platform in turn + some WIP code for splitting off the frontend from the in-game.
minor Hapis fixes and tweaks
[D11][TUTORIAL] Various Tutorial actions/fixes, Tweaks to helicopter AI so should no longer stick around and repeatedly kill you. Custom tutorial logic on sleeping bag to allow for instant spawning
Minicopter for alex. (not sure if scale is 100%, just got internet)
Oilrig interiors dressing / models / texture work
[D11][TUTORIAL] Various Tutorial Actions, Tutorial Helicopter AI
[D11] Heap dump parser window fix for handling reports that are too big to display in a scroll region, plus some fixes/improvements to the analysis reporting.
[D11] Heap dump data parser and editor window.
[D11] Added some exception handling to the heap dump.
[D11] Fixed threading issue with D11 logger.
[D11] Server heap dump tool and associated console commands.
HVAC exhausts LODs/prefab/COL
Oil rig exhausts prefab / LODs / COL
Added water system get height/normal
Interaction sampling opt
Throw error when calling Free instead of FreeList or FreeMemoryStream (editor only)
Oil rig evacuation pipes / LODs / COL / prefab
reverted monumentisland and shader changes in lighting branch.
scene2prefab military tunnel.
Merged in more stuff from lighting branch without corrupting military tunnel scene.
WIP merge from military tunnel lighting branch
Changed interaction texture format
Sampling tests for flow and displacement
[D11][TUTORIAL] Tutorial Helicopter AI
Made prefab out of new lighting.
[D11][TUTORIAL] Added localisation for objective 5
Fixed rare bug that could cause upkeep resources to disappear from the tool cupboard
Scene stuff for the Pålster.
[D11][TUTORIAL] Added crafting highlight support for tutorial step, updated tutorial events in tutorial_map
[D11] Moved Carousel header text slightly away from the very edge of the screen
[D11] Close PlayerCopeseStats when attempting to loot body