193,687 Commits over 4,079 Days - 1.98cph!
[D11] Range_halls assets in launch site fixed rotation
[D11] + Fixed objects randomly culling in the airfield
Fixed simpleflare errors on build
[D11] Added Roadsign gloves to bandit town shop
[D11] Few more Z fighting Fixes
fixed depth of field lerp speed being affected by timescale
reduced cost of autoturret at compound
[D11] Added loc keys for gloves
reduced sleeping bag decay time to 36 hours
SavasIsland_new caves terrain inserts
Updated old caves materials to match terrain
updated samsite loot panel
reduced autoturret bounds
turret weapon balance
reduced crafting cost of horse armor
reduced research cost of horse armor
increased horse armor rider protection
Add errno printout to gmad.exe's 0 filesize error
[D11] Changed controls for controling a boat, fixed issues with fuel storage
[D11] Fixed Vertex colours on warehouse_large_shell.fbx
[D11] Added define around ContextMenu.FrameUpdate to prevent call to DateNow.Time every frame
Fixed terrain blend sampler issues
hose vm rig, vm prefab, entity update
[D11] Further Material changes to fix Z fighting
[D11] RT debug checks & fixed a shutdown leak.
SavasIsland_new topology painting backup
SavasIsland_new splat painting backup
Toggled import read/write on splat rocks
[D11][#3295, #1137] Replaced fire/smoke particle systems for torches and campfires. (Additional Debug.Log optimisations to prevent console spamming.)
[D11] Further Z Fighting Fix. Missed a value previously.
Added World_Setup_v3_basic prefab for use on maps like Savas/Craggy with barebone procedural scripts
SavasIsland_new dressing update, loot placement update, new terrain build
Cliffs don't place underwater
[D11] More Z-fighting Fixes
[D11][799] {PS4/XB1} [GFX] incomplete/missing textures/objects/Floating assets
Took out the snow mounds. Can't imagine how these where ever going to work ( might have missed something like ).
[D11] Optimised shadow res / tweaked colour
[D11] Added poolable component to gloves prefabs
[D11] Landmine Trigger reduced
[D11] Cherrypicked
29089. gloves update. Updated glove materials, adjusted sprite icons.
[D11] Quick tweak to blocked player sprite
[D11] New Blocked Player Icon
Only generate ring road on 4k maps or larger
[D11] {PS4/XB1} Fire is pixelated Bi-linear filtering problems + problems with temprts having depth but no colour. Pretty sure you can't create a valid depth without a colour ( i've tried different overloads and parameters ) but nothing seems to be working. I've just taken it out for the downsamped stuff.
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
Fixed road mesh being placed slightly too high when loading a map from disk
[D11] - Reverted VolumeManager.cs to fix colour grading issues
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Adjust power connection and deploy mesh for vehicle lift