139,300 Commits over 4,474 Days - 1.30cph!

7 Years Ago
Fixed path mesh scale fuckups (fixes road and river texture tiling)
7 Years Ago
Added "Particles/PixelLit Advanced" shader with linear and flow-based frame blending
7 Years Ago
[D11] Fix for Black Bin Rotation + Z-fighting at Bandit camp dredge
7 Years Ago
[D11] Define Fix
7 Years Ago
river_foam albedo
7 Years Ago
river mesh debug material
7 Years Ago
[D11] Dropping Road Height again.
7 Years Ago
River mesh model
7 Years Ago
[D11] Fix for Bollard rope incorrect rotation
7 Years Ago
[D11] Platform Icons displayed next to Gamertags and Uid's for players on the same platform
7 Years Ago
Maintenance mode: show the message in the main menu for informational purposes.
7 Years Ago
[D11][MEMORY] Render target optimisations. Tested and working on editor/ps4/xbox debug and release. Saves 110meg on ps4. Swichable via code define.
7 Years Ago
Potato text setup
7 Years Ago
[D11] Edited script to prevent spamming the console with particle system log messages on console. (Still logs in editor.)
7 Years Ago
Fixed potential edge case with not blocking deployment on narrow roads
7 Years Ago
[D11] Fixed 3508 Collecting water from a water pump using a water bottle spawns a error message
7 Years Ago
[D11] Edited script to prevent spamming the console with particle system log messages on console. (Still logs in editor.)
7 Years Ago
Fixed incorrect road mesh scaling along path (from the axis changes)
7 Years Ago
basic initial potato item/entity setup, manifest.
7 Years Ago
Some more changes to the water added in subtle distortion
7 Years Ago
[D11] Updating Materials to new Shaders.
7 Years Ago
Grabbed spud models from new_plants
7 Years Ago
Increased planterbox slots and it now checks all inventory slots for fertilizer. Tweaked UI loot panels.
7 Years Ago
Updated loot on roadside monuments depending on the tier they've been place in
7 Years Ago
SpawnGroup can filter by tier to disable itself on certain tiers
7 Years Ago
road mesh set not to import materials added river foam texture, kinda work in progress
7 Years Ago
+ Adding in a version of river water and swamp water, Had to change the water plane in bandit town to not cast shadows
7 Years Ago
Change ParticleSystemContainer to handle method calls before awake, which can happen
7 Years Ago
Assigned monument bounds on airfield, bandit down and compound
7 Years Ago
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
7 Years Ago
Increased min distance between caves so there are less on small maps
7 Years Ago
Horse loot through buildings fix
7 Years Ago
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
7 Years Ago
Path smoothing cleanup
7 Years Ago
Updated code to new road mesh orientation
7 Years Ago
further tweaks to road mesh profile
7 Years Ago
removing unused road segments and unused folders for clarity
7 Years Ago
Edited material tiling ratios to work with the provided road mesh rather than agnostic ratios
7 Years Ago
Cherry picking 44411
7 Years Ago
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
7 Years Ago
Fix map not zooming
7 Years Ago
Rework water input gravity calculation to use handle location, not entity location (since water barrel plug is much higher than the water barrel root)
7 Years Ago
Show gravity warning on crosshair when connecting two water entities that need a pump
7 Years Ago
Manifest
7 Years Ago
Merge from main
7 Years Ago
Merge from Fluid IO
7 Years Ago
Collider conditional fix for physics going crazy on SetActive
7 Years Ago
Fix health visuals not updating
7 Years Ago
Fluid switch now disregards gravity checks if powered via pump power input
7 Years Ago
MC inventory loadout edit