193,466 Commits over 4,079 Days - 1.98cph!
[D11] Localisation Server/Database implementation. Updates to localisation and translate classes to utilise localisation database.
User friendly error codes for GMPublish.exe
[D11] Tweaked Smoothness/Spec values of "site_metal_panels_d.mat", fixed materials assigned to "range_bridge_a" prefab
[D11] + Just over half way through the particle systems in the game, turning cast shadows off.
Dupes/Saves/Demos sub sections in main menu show whether -noworkshop is active
Hide Subscribe/Install buttons in main menu with -noworkshop
steamworks.FileInfo's "children" key uses numbers are keys, not strings
[D11] Optimising texture sizes for console
[D11] Specular for Bear, Stag, Horse and Wolf tweaked to more appropriate values
GrowableEntity consumes fertilizer from PlanterBox. Switched Corn to GrowableEntity. Bit of a refactor. Save file.
[D11][#3295] Halved campfire particle emission rate for smoke and fire to improve performance
[D11] Reduced Shininess of SLOD material
[D11] Junkpiles collision fix
[D11] Restored missing junk pile bases from a couple of prefabs
Merge from d11_console_version
[D11] Metal1 and Blood_BulletHit effect fixes
[D11][UI][#3013] Fixed planner rotate button prompt been set to triangle after looking at wall with hammer
[D11][UI] added translation string for the BradleyAPC
[D11][#3029] Fixed BradleyAPC not been assigned as the deathBlow initiator when killing a player with its main cannon
better normal calculation
placeholder Composter prefab setup, manifest, save update.
[D11] Tugboat Magenta LOD fix
Cave target count is now 10
Large monument target count is now 7 (even on maps larger than 4k)
adding LOD
Regrouped all the module/chassis etc on a single mat/texture
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Fixed incorrect accuracy calculation
Put all vehicles mats on 0 detail colour alpha by default (representing the 100% health look). Also switched to Rust/Standard shader.
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Import MeshBaker plugin (minus Examples directory)
New vehicle spawn presets that use the two new modules (1m storage, 2m passenger)
fix missing reference/ wip LOD
Updated texture array creator (fixes + sort on drop)
Added base layer + detail mask texture array path w/ instanced per-material index
Added "rust/standard indexed" shader set
Fix spawnable script setup
Fix an item being lost when a corpse with full inventory despawns (into a backpack), the item that can't fit into the backpack will get thrown onto the floor now
Nuked custom 2d texture array inspector (unity now has built-in)
Some more health fixes. Fixes repairs.
Revert some health changes from my #
39974, so overrides are used correctly.