111,624 Commits over 3,928 Days - 1.18cph!
[D11] WIP Reporting flow, with a bunch of fixes and improvements to popups in general. Invert Y Axis now enabled and working in the Options Menu.
[D11] [UI] - Updated the loading screen image + aAded middleware logos
[D11] [#61] Fix skin picker crash
[D11] [UI] UI Asset optimisations. Added new updated textures. Combined sprite sheets. Added new "Tier" info to Building Context. Added placeholder lock icons to temporary info on Loading and Respawn screens.
[D11][TUTORIAL] Fix for lookat tooltip not displaying in some cases
[D11] [UI] Player corpse panel now tracks killer name and weapon
[D11] [UI] updated standing indicator icon
[D11][TUTORIAL] Fixes for camera fade action
Optimized IOEntity.PostNetworkUpdate (eliminated GC)
[D11] [UI] changed "play" to "start" in the title screen
[D11] frontend tidy up WIP - fix some blur glitches caused by canvas groups not being immediately set to alpha zero, forgot to call base.Open in MainMenuUI.
[D11][TUTORIAL] Missing file from previous commit
[D11] [UI] hid remnants of old background boxes in inventory loadout screen
[D11][TUTORIAL] Added screen fade action
[D11] [UI] adjusted the visual look of the navigation bar, and stopped long strings from causing overlaps
[D11][TUTORIAL] Undo of some files that shouldn't of been checked in...
[D11][TUTORIAL] Undo of some files that shouldn't of been checked in...
[D11] Consume entitlements on boot, this will add any virtual currency purchased
[D11][TUTORIAL] Cave Tutorial
Rewrote IO entity response limiting (override ResponseLimited to true when desired, currently only ElectricalDFlipFlop and ElectricalBlocker)
Moved IO entity network update call so the visual state of the IO entity always fits what has been sent to its children (now also only sends one network update even if the state updates 50 times in one tick)
[D11] [UI] Added tier indicator to Building Context menu. Added icon for "Twig" tier (base tier below wood).
[D11][TUTORIAL] Changed WaitForInput to use button up instead
[D11]Changed default hold time from 0.2 to 0.8.
[D11] Popup text boxes now resize themselves to fit in overflowing text, and the popup itself will stretch accordingly. Also adding some WIP stuff for the reporting flow
Updated AI profiler hooks.
[D11] [UI] disabled skip to title on the frontend so we can check what it looks like on console
[D11] Profile sign out/Profile switch dialogs
[D11] DTLS library wip: exposed the client connection loop as a tickable function and a 'AddMessage' function for writing encrypted network traffic to the server.
Added graphics.impostorshadow convar toggle
Re-enabled refl probe blending and box projection
Re-enabled proper refl probe support to rust/std and core shader sets
added prevent build volume to Craggy Island puzzle
Reset default ai convar variables.
Generated convars.
Built manifest.
AI optimizations and improvements.
Junkpile scientist rework.
[D11] frontend tidy up WIP
[D11][TUTORIAL] Refactored WaitForInput for better axis support
[D11] [UI] Player corpse stats Panel and open info panel action.