reporust_rebootcancel

134,410 Commits over 4,444 Days - 1.26cph!

6 Years Ago
merge from skeleton optimizations
6 Years Ago
Changed LOD bias back to original values.
6 Years Ago
[D11] Fixed UI texture sizes which saves about 400megs of VRAM
6 Years Ago
[D11] More UI Texture fixes
6 Years Ago
[D11] Fixed UI textures
6 Years Ago
[D11] Adds asset fiddler script to fix UI textures that are larger on consoles than they are on PC
6 Years Ago
[D11] Adds asset fiddler script to fix UI textures that are larger on consoles than they are on PC
6 Years Ago
Fixed the neighbouring check including itself.
6 Years Ago
[D11] [UI] Auto-save icon textures updated. Added logic for autosave animation, removed spritesheet animation. Added missing localisations.
6 Years Ago
[D11] + Final fixes to helicopters
6 Years Ago
Dominant neighbouring gene calculation per slot. Crossbreeding basics.
6 Years Ago
Updated ASE to 1.7.5.02
6 Years Ago
[D11] More FP materials brought over
6 Years Ago
Merge from main
6 Years Ago
Merge from hit detection benchmark
6 Years Ago
[D11] Base ps4 screen res changed to match base xb1
6 Years Ago
Added crossbreeding weighting to GrowableGeneProperties
6 Years Ago
merge from main
6 Years Ago
[D11] Remove cave prefab - update manifest
6 Years Ago
[D11] Disable SceneToPrefab update all tools menu
6 Years Ago
Minor edits to repel system. Added testing object to test map.
6 Years Ago
Craggy cleanup
6 Years Ago
Merge from boomer_iteration
6 Years Ago
Fixeroos
6 Years Ago
Hooked up other prefabs. Various polish & cleanup.
6 Years Ago
Working on repel force for non-mounted players inside vehicle. New TriggerPlayerForce script runs on the client.
6 Years Ago
Few more tweaks
6 Years Ago
6 Years Ago
6 Years Ago
Premature boomination fix
6 Years Ago
6 Years Ago
Fix weapons root being left on if no weapons were fired Update animations
6 Years Ago
Scrollbar and formatting
6 Years Ago
Variant prefabs
6 Years Ago
Adjust player damage multiplier with vehicle speed
6 Years Ago
Really basic damage trigger implementation for player damage. Using existing systems for now but this isn't going to be good enough for cars.
6 Years Ago
Updated benchmark scene
6 Years Ago
Cherrypicking 45352, 45354
6 Years Ago
Re enabled other benchmarks
6 Years Ago
Fixed bug with transform update
6 Years Ago
Improvements to benchmark
6 Years Ago
[D11] Main branch materials brought over
6 Years Ago
[D11] + Fixed missing helicopter not appearing in game
6 Years Ago
[D11] + Fix to launch_site helicopter (LOD distances working, collisions in correct place/actually existing, player able to shoot through window, etc)
6 Years Ago
[D11][#3253][#3257] Fixed issue with deploying water_catcher_small and enabled placing on foundations
6 Years Ago
Alternative compost ticking approach
6 Years Ago
[D11] SceneToPrefab update
6 Years Ago
Only update the transforms once per frame when needed
6 Years Ago
Bugfix: {PS4/XB1} Code Lock lights do not show if they are locked or unlocked The fix: ramped up the emission intensity on the materials used for the lock. Changed the threshold for LOD2 so that the lights are visible from a reasonable distance
6 Years Ago
Assigned generic.genes to existing plant types.