134,212 Commits over 4,444 Days - 1.26cph!
Optimized all birch tree impostor meshes
Optimized all american beech tree impostor meshes
Custom impostor mesh warning fix
Exclusive Fullscreen default (test)
Optimized all pine tree impostor meshes
Added custom mesh toggle to impostor component
Enabled mipmap generation by default
Added messages/warnings with generated mesh info
Added support for custom/tight impostor meshes
[D11] More audio sound asset optimisation progress.
[D11][UI] Crafting Queue is now acceasble and queued items can be canceled
[D11] frontend/bootstrap integration WIP. Further split down the actual bootstrap. More work on the optimizer; gave up on heuristics and the exhaustive search is too big (like factorial(50)), so it just simulates a reasonably large number stochastic timelines and picks the one which completes in the shortest possible time.
[D11][UI] First pass of note panel
[D11] Add the PS4 Common Dialog plugin before I forget
bulkframe files and prefabs + texture variants
[D11] Fixed class name for serialization
[D11][UI] Missed added file
[D11][UI] Highlighted equipment will now display changes to values
forklift colour is determined in detail map layer of material - added mask texture
material ID re-ordering fix for static bradley
[D11][UI] locker screen implemented, swapping and temporary equipping lock screen
[D11] Audio sound asset optimisation progress.
[D11][UI] Switched loot panel headers to Text mesh pro.
Implemented fridge and fishtrap panels.
Added panels not in lootpanel scene to scene
[D11] Add in NpToolkit plugin for Sony
[D11] Update server analytics to use new telemetry service.
alternative skins for water drum into biohazard one, alt pallets skin (blue)
progress backup cargo style 2
Altered spray can texture.
[D11][UI] ShopFront trading placeholder design implemented.
Initialize GameAnalytics after Steam
Don't send errors to GameAnalytics
Graveyard fence additional LOD
Coffin / fixed colider pivot / added additonal LOD