194,174 Commits over 4,079 Days - 1.98cph!
[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
Updated road mesh to be more accurate with respect to the new road textures (both road_a/road_b)
Aligned the road segment Z axis, rotated UVs 90 to be correct
Rework water input gravity calculation to use handle location, not entity location (since water barrel plug is much higher than the water barrel root)
Show gravity warning on crosshair when connecting two water entities that need a pump
Collider conditional fix for physics going crazy on SetActive
Fix health visuals not updating
Fluid switch now disregards gravity checks if powered via pump power input
MC inventory loadout edit
Cache ParticleSystem and LODComponentParticleSystem in ParticleSystemContainer; was generating garbage and generally being slow.
Sprinkler now runs while it has water input, updated water storage logic to be more in line with other IO entities
Add support for gravity restrictions (if a fuel source is lower than the entity it can't use it)
Merge from Main->Vehicles
Disabling more vehicle updates when asleep + minor edits
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