111,483 Commits over 3,928 Days - 1.18cph!
[D11] Fix for issue with unintended commit
Added generic entity angular velocity getters
Projectiles inherit angular velocity from parent (fixes arrow trajectory when the cargo ship is turning)
deleted unnecessary l96 files
[D11] Added input for back and start button
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[D11] [UI] Fixed "IsOpen" variable being placed within the D11_NEWHUD define.
[D11] [UI] Updated backing texture on selected options in radial pie menus. Added "Toggle Position" functionality to radial pie menus.
Improvements to incremental prefab build
[D11] Disable and strip most of the prebuilt maps to save some time and space on the bundle build. Need to keep Craggy Island in there for a bit longer.
Small tidy up of AssetDependencyCache
Added AssetDependencyCache to enable incremental builds for prefabs etc
Fixed dynamic occludees not updating properly under debugcamera
fixed crate map marker weirdness
[D11] [UI] Added #if define in "Achievements.cs" to prevent coroutine incorrectly checking against a D11_NEWHUD only file. Adjusted colour of "Disabled" buttons on pie menu to match their disabled hovered counterpart but with reduced alpha.
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[D11] [UI] Submitting finished Pie Radial menu with fixed textures and functionality. Submitted new Building Context menu when utilising a non-deployable planner (building planner). Added animations, transitions, and functionality for building context menu.
[D11] server side change relating to my last checkin - now the client and server have the pre-built 1k procmap to skip the download stage. Once the server is upgraded, we'll leave the prebuilt maps behind.
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More fixes for the separate client/server prefabs
Added l96 admire anim, hooked up in animator
More robust casting in Apex extensions.
viewmodel, worldmodel, projectile and entity prefabs, deleted unnecessary files
Invoked tick in HTNPlayer made a bit more robust.
[D11] supply a specific 1k procmap that fits in memory on ps4, the game won't actually switch over to this until the server side code is committed and the server instance is updated, but at that time we can dispose of the prebuilt maps.
Also I forgot to merge over the change on the milestone branch where the prefab warmup was turned off for now.
Fixed slightly lower initial frame distance on arrows fired with the bow
Fixed cargo ship overriding player's network group when loaded from save
Fixed cargo ship sub entity saving flag disable
player loot panel slot fix
skin approval again
Don't bundle disabled scenes
hot air balloon progress backup
[D11] Frontend visual update & support for non-looping carousel
Fixed NRE in dynamic cover points.
Fixed per-platform texture crunch/decrunch in asset fiddler
range finding markers on 8x scope
fixed cargo ship and its rhib saving