8,451 Commits over 2,131 Days - 0.17cph!
Made old HUD obsolete see: // TODO UIV2
Fixed interaction progress radial sticking
Inventory tweaks. Contextual panels update the item info.
Set swallow input to options and diagonstic screens
Serializer throws an exception if there are clashing IDs
Mostly spectating work. Spectating overlay done.
Death overlay can open game menu
Merge death overlay update
Spectate next/prev buttons work + other edits
Moved assets to fit with Bill F's folder structure
Adding some assets for death/spectating stuff
Looting UI sort of hooked up
Quick fix for right click inventory switching NRE
Added a temp (but easily removable) way of refreshing inventory panels when entering vehicles etc.
Removed some legacy stuff
Cleaned up notifications from UI
Death screen functionality work. Also updated SteamClient.Avatar to use the new Facepunch.Steamworks system, but I'm just using character type images on the death screen spectate info for now instead of real Steam avatars, as we'll need to work out how to use avatars nicely with the async way they load.
Death overlay screen looks like the new spec. Not functional just yet
Fixed more spectate text issues.
Fixed spectate info showing up when it shouldn't be
End of round overlay all working
Added basic end of round UI
Death overlay UI fully working
Death overlay screen UI complete
Handling pushing static ui when it already exists on the stack
Moved serialized field that was under an #if SERVER flag
Merge 2018.3 stuff from Main.
Updating some remaining stuff to 2018.3, including the latest NavMeshComponents code from Unity.
Fix errors on PlayerHUDController when in server mode
Merge my changes into branch
Moved LocalNetworkUser checks into the base class instead of the client-only side. Fixes errors and will mean less #if flagging.