111,530 Commits over 3,928 Days - 1.18cph!
[D11][AUDIO] Next round of audio fixes.
[D11] Added missing AssetBundle tags to a few scenes
[D11] Re-enabled opening Map screen - set to holding "Up" on dpad
[D11] [UI] Removed debug exception from try/catch in PieMenuInfo.
[D11] Find/Join server now shows the server name
[D11] Enabling new frontend/UI defines in Build.cs
[D11] Updating missing reference
[D11] [UI] re-added blur behind chat wheel and belt bar icons
[D11] Adding missing prefab from last update
[D11] [UI] Tweaked quick craft radial menu texture slightly to make ingredients band less opaque.
[D11] New in-game Options/Pause menu, with new button types
[D11] [UI] Updated Quick Craft radial menu textures and implementation to now correctly display the queue information. Temporarily disabled craft multiple logic until the limit can be increased.
[D11] frontend/bootstrap integration WIP. Missing bit of bootstrap.
[D11] Get online id method added to the platform services interface, replaces the hard-coded unique id stuff on XBone if available. Made the XBox services available (for development) in the Editor to make it easier to work on.
[D11] Platform services interface, with XBox One user services official plugin integrated.
Fix for loading items list from bundles in editor
Added menu option to build the active config
Renamed AssetIterator to GetAssetImporters
Allow server.levelurl to be set to the empty string on the command line to override the default download location
Proper impostor fix for Metal
fixed flashlight flare regression
burlap gloves skinning fix
updated rowboat model
launched rockets now properly inherit velocity and relative origin position
Added .vscode to ignore conf
Fixed a few shader compilation issues on Metal
[D11] frontend/bootstrap integration WIP. Discovered some hidden dependencies. Generate slightly faster bootstrap if you don't want the intro sequence (only saves a couple of seconds at the moment though since it's working quite well in "parallel" with the splash screens), fix some issues where code wasn't yielding enough to give good parallelism between loading and frontend. Gets into the FE pretty quickly now on a package build, but the warmup continues behind the scenes so will need to check Bootstrap.completed at some point before trying to connect to a server, hopefully the player won't be quick enough, plus other work should further reduce the warmup bundle size.
Fixed water reflections on macOS/Metal
Enabled occlusion culling in macOS/Metal
Enabled impostor rendering in macOS/Metal
Fixed Scarecrow not re-equipping Sickle after throwing a beancan.
Tweaked Scarecrow take-damage modifiers.
▆▍▅▍▅▅▇ "▌▄▆▄▄▉ ▅▍..." ▇▅▅▅ ▄▋▋▌▅█▍ ▌▊▇▅ ▋▅▅▋█ █▆▍▋
cargo ship style 2 end - prefab organizing, lighting pass
Fixed camera depth texture issues affecting water on macOS/metal
Fix for multi-scene setup mismatched lighting warnings (only relevant scenes; lighting settings only)
Optimized all swamp tree impostor meshes