193,494 Commits over 4,079 Days - 1.98cph!
Maintenance mode: localizing the timestamps.
Fixed some edge cases where the road could clip into the terrain
Merge from skeleton optimisations
Merge from skeleton optimisations
Fixed workshop preview bugs, fixed censored torso tint bug
Set road mesh to LOD0 to have sufficient steps with terrain
river foam texture direction change
[D11] Rendertarget optimisations fixed and turned back on.
[D11] Turn off rendertarget opts for now. Theres a warning that greg pointed out.
Fixed path mesh scale fuckups (fixes road and river texture tiling)
Added "Particles/PixelLit Advanced" shader with linear and flow-based frame blending
[D11] Fix for Black Bin Rotation + Z-fighting at Bandit camp dredge
river mesh debug material
[D11] Dropping Road Height again.
[D11] Fix for Bollard rope incorrect rotation
[D11] Platform Icons displayed next to Gamertags and Uid's for players on the same platform
Maintenance mode: show the message in the main menu for informational purposes.
[D11][MEMORY] Render target optimisations. Tested and working on editor/ps4/xbox debug and release. Saves 110meg on ps4. Swichable via code define.
[D11] Edited script to prevent spamming the console with particle system log messages on console. (Still logs in editor.)
Fixed potential edge case with not blocking deployment on narrow roads
[D11] Fixed 3508 Collecting water from a water pump using a water bottle spawns a error message
[D11] Edited script to prevent spamming the console with particle system log messages on console. (Still logs in editor.)
Fixed incorrect road mesh scaling along path (from the axis changes)
basic initial potato item/entity setup, manifest.
Some more changes to the water added in subtle distortion
[D11] Updating Materials to new Shaders.
Grabbed spud models from new_plants
Increased planterbox slots and it now checks all inventory slots for fertilizer.
Tweaked UI loot panels.
Updated loot on roadside monuments depending on the tier they've been place in
SpawnGroup can filter by tier to disable itself on certain tiers
road mesh set not to import materials
added river foam texture, kinda work in progress
+ Adding in a version of river water and swamp water, Had to change the water plane in bandit town to not cast shadows
Change ParticleSystemContainer to handle method calls before awake, which can happen
Assigned monument bounds on airfield, bandit down and compound
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
Increased min distance between caves so there are less on small maps
Horse loot through buildings fix
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
Updated code to new road mesh orientation
further tweaks to road mesh profile
removing unused road segments and unused folders for clarity
Edited material tiling ratios to work with the provided road mesh rather than agnostic ratios