140,045 Commits over 4,505 Days - 1.30cph!

7 Years Ago
[D11][799] {PS4/XB1} [GFX] incomplete/missing textures/objects/Floating assets Took out the snow mounds. Can't imagine how these where ever going to work ( might have missed something like ).
7 Years Ago
[D11] Optimised shadow res / tweaked colour
7 Years Ago
[D11] Added poolable component to gloves prefabs
7 Years Ago
[D11] Landmine Trigger reduced
7 Years Ago
[D11] Cherrypicked 29089. gloves update. Updated glove materials, adjusted sprite icons.
7 Years Ago
[D11] Quick tweak to blocked player sprite
7 Years Ago
[D11] New Blocked Player Icon
7 Years Ago
Only generate ring road on 4k maps or larger
7 Years Ago
[D11] {PS4/XB1} Fire is pixelated Bi-linear filtering problems + problems with temprts having depth but no colour. Pretty sure you can't create a valid depth without a colour ( i've tried different overloads and parameters ) but nothing seems to be working. I've just taken it out for the downsamped stuff.
7 Years Ago
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
7 Years Ago
Fixed road mesh being placed slightly too high when loading a map from disk
7 Years Ago
[D11] - Reverted VolumeManager.cs to fix colour grading issues
7 Years Ago
Adjust power connection and deploy mesh for vehicle lift
7 Years Ago
Phrases
7 Years Ago
Added support for switching demos on the same map without reloading the map (still wip, there's a few errors)
7 Years Ago
Fix demos not being able to jump to time 0 after a demo is finished (IsPaused was left on)
7 Years Ago
Added debug.debugcamera_list to list out all saved debug camera positions into the console
7 Years Ago
update lift model/texture, adding deployable model
7 Years Ago
Add demo.hud, displays a timestamp during demo playback in the top left of the screen
7 Years Ago
More electricity work
7 Years Ago
Vehicle lift electricity work
7 Years Ago
Add an optional speed parameter for cinematic_play command
7 Years Ago
More
7 Years Ago
Vehicle lift rotation
7 Years Ago
Lift I/O
7 Years Ago
updated vehicle lift model
7 Years Ago
Vehicle lift IO work
7 Years Ago
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.
7 Years Ago
Don't invoke push liquid logic if no liquid is available
7 Years Ago
Rename some stuff for clarity Sprinklers no longer have inbuilt storage
7 Years Ago
Lift LOD edit. Show lights at all LODs
7 Years Ago
Remove water if no water is remaining Allow splitter to be placed on any surface, not just walls
7 Years Ago
Fixed PixelLit Advanced.shader regression
7 Years Ago
Mark barrel as a root entity to ensure drain calculations are updated as circuit is updated
7 Years Ago
Progress
7 Years Ago
Concrete bridge greybox progress
7 Years Ago
Moving prefabs
7 Years Ago
merge from parent
7 Years Ago
Backup
7 Years Ago
Adjust engine power
7 Years Ago
SavasIsland_new scene, initial build wip - still need to sort out roads and dressing/loot
7 Years Ago
[D11] Changes to materials that is a potential Z fighting Fix
7 Years Ago
Adjust engine power and drag, plus extras
7 Years Ago
[D11] Compound SLOD further tweak
7 Years Ago
increased turret turn rate
7 Years Ago
updated modules condition panels
7 Years Ago
[D11] Wooden_crate_1 LOD Distances adjusted
7 Years Ago
[D11] cracks_grass LOD distances lowered
7 Years Ago
[D11] + Both large Power Substations and Mining Quarry A-C SLODs adjusted
7 Years Ago
[D11] Potential Fix for z-fighting. Testing on this material at Harbor