Week 27: transition to 4k done

Its been a very busy week. So much so that for this week I am not going to edit this post too much, instead it will just be a list of the things I've done this week. In diary form. Sort of. Here we go:
- increased droprate in singleplayer matches compared to multiplayer matches in order to promote SP more
- removed C key being used for some attack move type thing
- You now always get only The Sunfish in the tutorial as a blueprint.
- I added the following to the tutorial tooltip for the sunfish: ". There are dozens of ships and weapons to unlock in this game. Kill ships to find more blueprints!"
- Hopefully this will make it extra clear to new players that there is more stuff to unlock, since i've gotten feedback that people dont know about it
- all ships now have thumbnails
- added descriptions to all ships (descriptions provided or inspired by Laoch)
- disabled surveyor and harvester in BR
- spaced out Sunfish description more in the tutorial
- updated minimap visuals again
- restyled main menu a bit
- made yellow letters in the main menu more white to make it more homogeneous
- harvester build button is now hidden until a refinery is made
- surveyor build button is now hidden in battle royale
- Renamed the description of the brachio from battlecruiser to warship
- Removed some MP3's, changed brachio's description, changed main menu styling
- You can now no longer see buttons for upgrade shipyard beam, flak or missile in battle royale (since there is no shipyard)
- Ship button data is now retrieved on game start, then hidden and the economy tab is opened (unless its in BR, then the ship menu stays open). This fixes the ship build list flickering on game start
- 4k tooltips need serious work, working on it
- replaced wave survival setup background
- font size of tooltip now scales to 4k
- tooltips are now readable in 4k
- refined minimap and tooltip style
- enemy tooltips now no longer have the red border but have a red title text instead
- Healthbars now scale to 4k
- building upgrade buttons text and icons now scale to 4k
- Ship button data is now retrieved on game start, then hidden and the economy tab is opened (unless its in BR, then the ship menu stays open). This fixes the ship build list flickering on game start
- fixed shield bar and text sizes
- added a border around ship build buttons that i might add to all other buttons as well
- restyled ingame menu and tabs and added the health, icons and fleet toggles
- tweaked menu tab icons and positioning
- copied old toggle buttons functionity to the new GUI
- Spent 3 hours arguing with unity over something that should just work. It works now with an less than elegant solution. So I'm one step closer to the tooltip hovers working again on menu items
- Added re-selection of units upon clicks of GUI buttons
- Added sound effect for jump button click and for escape menu open
- ship tooltips now work on hover in the new menu
- tooltips now work for ships and buildings in the new menu
- added tooltips for constructionboost, jumpbutton, mediumbutton, heavybutton, flakbutton, beambutton, missilebutton, artillerybutton, supportbutton, escalationbutton
- Added tooltip for icons, health, tight and loose fleet toggle. Refind harvester and surveyor tooltips.
- wrote descriptions for all ability buttons
- moved region button in main menu more to the right
- toggle icons are now actually hidden when you open cinematic cam or hide GUI
- updated speed module tooltips (thanks @algor)
- made minimap scaling more dynamic and reduced minimap size
- fixed adma, bongolongo, tuberat and typec thumbnails
- removed 1200 lines of code from one of our most messy scripts
- building upgrades work again and now scale properly to 4k
- objective box of tutorial is now wider
- top textbox is now centered correctly
- using cinematic camera is now a tutorial objective
- tooltip title is now no longer red after first hovering over an enemy and then over a menu button
- tooltip title is now no longer red after first hovering over an enemy and then hovering over a zabu repair, mine, plant, beacon or asteroid
- Thomas(StellarWarfare) — 20-07-2021
- added a check that when placing building it checks if the objects it will display a Height of are actually in view of the camera. if the camera can't see it then it will no longer show those 'height' indicators. This prevents the 'floating height values' bug.
- Fixed the 'building height indicator' font size and styling in 4K and the background of it in HD
- restyled the leave confirmation menu
- unit icons now scale for 4k as well as HD
- made leave confirmation text yellow to stand out more
- Not sure if it was ever reported, but when you go to the tutorial and then go to skirmish or wave defense you will still get tutorial voice overs and objectives. I have now disabled it by forcing the game variant to be gamevariant.regular whenever going to skirmish, wave defense or multiplayer matches. It can then be overridden later if required, but it prevents the issue
- Added the Engager and Cleaver ships. Made thumbnails for them.
- restyled all menu buttons
- moved control buttons to the top
- moved build menu to the bottom
- removed power and metal costs for buttons and added them to the tooltips instead
- changed the display order of buildings
- added an effect to all ship and building buttons
- changed border styling for all ship and building buttons
- replaced the minimap again
- basically restyled entire GUI today
- made new styling for the tabs
- changed the colors of a lot of buttons to be roughly the same shade of blue
- added the Railcannon (medium, half railgun damage, half railgun cooldown)
- resized all ship and building thumbnails from 256x256 to 75x75 and move the menu back to the top right. styled icon and health toggles. reduced size of build menu tabs so that they fit in line with the rest of the buttons. made ship button texts smaller. changed ship and building buttons overlay for better readability. changed tooltips for ships so that they display the ship frame name first and then the players custom name for the ship (I.e. Corvette - Titankiller)
- power and metal icons and values are now visible for all ship, building, ability and upgrade buttons that have costs associated with them
- Disabled the local firing script when we are networking. This fixes the 'cooldown twice as fast' bug
- cut lens dirt effect in half
- powerplant cost is now displayed properly
- added debug info to each of the victory conditions
- added the Raider medium tank
- removed old health/stealth canvas from each ship since it might increase performance more
- removed all old stealth indicator and health bars from buildings
- added a second sunfish blueprint to make sure people find them.
- made and set thumb for the Hunter
- removed surveyor and harvester stealth icon
- if you find ship frames in the loot it now uses a 256x256px image rather than the 75x75 px used for buttons
- check if all ships and module loot and button images work (they do)
- now using 256x256 image for buttons again because the quality is just more crisp. So reverted all ship and building icons. Double checked blueprint images for modules, ships and weapons as well
- set default images for each
- hovering over the economy tooltip will now show how much power and metal you have gained in the previous minute
- units dying is now more gradual
- new players now get a popup to set their name
- cleaned up todo list
- changed some tooltip texts
- disabled some debug texts
- added a check to make sure a player set name field not having reference to the popup would not cause errors
- in battle royale only the ships and ability menu should be visible now
- fixed transport still having stealth icon
- fixed a bug algor pointed out about the default ship weapons reverting to Auto Howitzers. Fixed now with his help
- beam weapon Battle royale bug is fixed @Brackman
- neutral structures in BR are now twice as big for better visibility
- added icons to neutral structures
- removed icons from neutral structures because it looked ugly
- increased amount of transports that spawn in Battle Royale from 3 to 6
- made sparks on the nano repari stations less big
That's it. Hopefully I can clear the rest of the todo list early next week so that I still have some spare time for marketing. The GUI rework set me back 9 days instead of the expected 3, so I'm fairly short on time. I will keep you guys up to date though!
