120,576 Commits over 4,018 Days - 1.25cph!
[D11] reverted accidentally committed ProjectSettings
[D11] [UI] visual tweaks to crafting screen
[D11] Forgot to rename TestApp
[D11] Display "secs" instead of "seconds" on time sliders
[D11] Add start of the native voice stuff for cross platform
[D11][UI] Selecting a locker now updates protection previews
[D11] Also forgot to include the Day/Night texture a while back, adding now
[D11] Forgot to include hud.cs
[D11] Display & HUD settings now active in the Options Menu
[D11][UI] Inventory screen survival bars added and vital preview code moved into hud element
force toggle timers with 2nd power input
compile fix
always toggle detector state even with no power
ceiling light is now electric
tonnes of bug fixes
icons
laser detector
pressure pad detector
door controller
AND/OR/Timer/Splitter deployables
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[D11] Controller Settings for Options Menu & finished Slider buttons - options buttons can now automatically hide on consoles they shouldn't display on and navigation events are generated to exclude these
[D11] [UI] Map no longer fades out when HUD is disabled. Ignores parent alpha canvas'.
[D11] Fix for hanging on "Preload Assets" on second time into map from frontend. Arguably it should be using the bootstrap query like "IsBootstrapTaskComplete("Bootstrap_WarmupBundle_Init" but both the frontend and the bootstrap are on defines so to support them all properly would be kind of messy, as the older code paths are deprecated, it can be brought in line.
[D11] Tag some assets with "D11IgnoreTestAsset" to exclude from the manifest, and therefore from the warmup bundle, and from being loaded in the warmups. The assets are mostly copied from work on the tutorial branch, but the filtering logic is a bit simpler. Saves ~160MB off the warmup bundle.
[D11] [UI] Checkin of Death Marker prefab files.
Fixed missing Profiler.EndSample in TeamUpdate
[D11] [UI] Added death marker assets and set up to work in Map UI.
[D11] [UI] updated bootflow screen visuals (logo screen, autosave info, disclaimer)
[D11] [UI] Selected crafting icon now displays name of skin. Crafting queue icon navigation fix.
Added ocean_patrol_path_iterations convar
Added timer / editor loading screen text to ocean patrol path generation
[D11] Selected blueprint now switched to TMP additional elements added
[D11] strip some components only needed for client-side procgen, this means client prefab pre-processing is enabled. This is mostly just merged from the streaming branch, with any extra components founds suitable to strip. The prefab processing will change again when that branch is ready to merge back.
[D11][AUDIO] Next round of audio asset fixes and optimisations.
wire tool clear functionality
IOEntity destruction node recalculation
wiretool disables used input/outputs on menu
electricity propagation fixes
player deployables and wire entity baseline
Added normal offset control to rust/std+wind shader variants
[D11] minor optimisation, NeedsProcessing was always getting called twice.
[D11] Missing Translation
[D11] [UI] Crafting screen changes
[D11] Disabling config write on console
[D11] Forgot to include gamesettings script
[D11] WIP Options Menu - Game Settings added
[D11][TUTORIAL] Added some custom editor classes to help with the creation of the tutorial events
[D11] [UI] the pinned recipe will now hide by default until you pin something
fluid transfer UI now smoothly transitions the water level
the HUD will now hide when the crafting / inventory menu is open
fixed the description text on the vending machine loot panel
[D11][UI] Craft multiple items now implemented in crafting screen and quick craft screen
Exposed NPC vending machines to SDK prefab list
[D11] oops, some native source files I forgot to add back in August. Code was there in DLLs, and nobody had tried to recompile them.
[D11] Callback support for platform services events (WIP)