branchrust_reboot/main/d11_console_versioncancel

4,549 Commits over 731 Days - 0.26cph!

6 Years Ago
[D11] [UI] Removed "\r" tags from localisation files.
6 Years Ago
[D11] More satellite Dish Z fighting fixed
6 Years Ago
[D11] [UI] Vending machine "Vending..." text localised.
6 Years Ago
[D11] Updating Shaders to use G channel for AO.
6 Years Ago
[D11] Fix for barrel Spotlight incorrect rotation
6 Years Ago
[D11] [UI] Fixed non-localised (hard-coded) string in loading screen.
6 Years Ago
[D11][UI] Added options for extra menu
6 Years Ago
[D11][Gameplay][#3715] Crouch toggle/hold fix
6 Years Ago
[D11] [UI] Updated localisation files. Fixed crafting queue string not translating correctly in single text box.
6 Years Ago
[D11] + Fix to sections of the RHIB being stripped during pre process
6 Years Ago
[D11] Rest of the weapon pfx
6 Years Ago
[D11] Tool for scanning materials and determining which ones are duplicated [Tools > Materials > Find Duplicates]
6 Years Ago
[D11] Gamepad/PS4 user login refactor
6 Years Ago
[D11] Fixed rotation issue with Wall_300_pillar
6 Years Ago
[D11] Asset Optimisations
6 Years Ago
[D11] Bandit Camp Fog Update.
6 Years Ago
[D11] Projectile optimisations, capped ranges and capped lifetimes.
6 Years Ago
[D11][UI] Removed Debug code from find join game screen
6 Years Ago
[D11] + Fix to issue 3396 along with a set of fixes to cactus's in the bundled folder
6 Years Ago
[D11] More Asset Optimisations
6 Years Ago
[D11] Updated Sewer LOD distances.
6 Years Ago
[D11][Graphics][#3612] Beancan granade particles fixed
6 Years Ago
[D11][UI] Fixed issue Options remaining open ingame
6 Years Ago
Player movement interpolation from FP branch - reduces juddering due to camera vs. physics tick
6 Years Ago
[D11] Define fix
6 Years Ago
[D11] GPU instancing on particle materials
6 Years Ago
[D11][UI] Changes to stats menu (in game and frontend)
6 Years Ago
[D11] Asset Optimisations
6 Years Ago
[D11] Weapon/ViewModel update - Including ScreenShake changes & debug info for num of Sounds/Effects
6 Years Ago
[D11] + Fixed awning_900_green culling on PS4 again
6 Years Ago
[D11] Asset Optimisations
6 Years Ago
[D11] + Fixed/cleaned up all the static industrial doors (Removing components affecting them, inserted missing LODs, adjusting LOD distances etc)
6 Years Ago
Clean up a couple of garbage allocations
6 Years Ago
Use ENABLE_D11_COMMAND_BUFFER_OPTS to avoid redundant copying of command buffer data
6 Years Ago
Fixed initially spawned tree entities not disabling their billboards
6 Years Ago
[D11] Remaining Tree prefabs now have 4 render states and exactly 4 LODs
6 Years Ago
Fixed tree LOD preprocessing, additional logging for trees incompatible with pooling, preprocessor.CanDelete() now ignores refs held by to-be-deleted components
6 Years Ago
[D11][UI] Changes to Find/JoinGames screen
6 Years Ago
[D11] Fixed Renderer States on Tree Prefabs
6 Years Ago
[D11] Changed Tree Prefabs to ensure they have exactly 4 LODs
6 Years Ago
[D11] [TEMP!] Disabled incremental GC panic mode
6 Years Ago
[D11][UI] fixed TextMeshPro error in loading screen
6 Years Ago
[D11] Whoops forgot the actual spritesheet and font tweaks
6 Years Ago
[D11] UI art pass on Option menu, initial version of new menu spritesheet
6 Years Ago
[D11] + Adjusted the size of the bandit_town safe zone
6 Years Ago
[D11] Changed compression mode on icons.
6 Years Ago
[D11] Rocket Mesh Optimized
6 Years Ago
[D11] + Added a LOD system to the wooden_walkway_pillar_lights
6 Years Ago
[D11][Gameplay][#3693] Exterior walls and gates are at the correct distance from the player
6 Years Ago
[D11] Z fighting Fixes + Lowering Polycount on assets