branchrust_reboot/main/d11_console_versioncancel

4,583 Commits over 731 Days - 0.26cph!

5 Years Ago
[D11] Projectile optimisations, capped ranges and capped lifetimes.
5 Years Ago
[D11][UI] Removed Debug code from find join game screen
5 Years Ago
[D11] + Fix to issue 3396 along with a set of fixes to cactus's in the bundled folder
5 Years Ago
[D11] More Asset Optimisations
5 Years Ago
[D11] Updated Sewer LOD distances.
5 Years Ago
[D11][Graphics][#3612] Beancan granade particles fixed
5 Years Ago
[D11][UI] Fixed issue Options remaining open ingame
5 Years Ago
Player movement interpolation from FP branch - reduces juddering due to camera vs. physics tick
5 Years Ago
[D11] Define fix
5 Years Ago
[D11] GPU instancing on particle materials
5 Years Ago
[D11][UI] Changes to stats menu (in game and frontend)
5 Years Ago
[D11] Asset Optimisations
5 Years Ago
[D11] Weapon/ViewModel update - Including ScreenShake changes & debug info for num of Sounds/Effects
5 Years Ago
[D11] + Fixed awning_900_green culling on PS4 again
5 Years Ago
[D11] Asset Optimisations
5 Years Ago
[D11] + Fixed/cleaned up all the static industrial doors (Removing components affecting them, inserted missing LODs, adjusting LOD distances etc)
5 Years Ago
Clean up a couple of garbage allocations
5 Years Ago
Use ENABLE_D11_COMMAND_BUFFER_OPTS to avoid redundant copying of command buffer data
5 Years Ago
Fixed initially spawned tree entities not disabling their billboards
5 Years Ago
[D11] Remaining Tree prefabs now have 4 render states and exactly 4 LODs
5 Years Ago
Fixed tree LOD preprocessing, additional logging for trees incompatible with pooling, preprocessor.CanDelete() now ignores refs held by to-be-deleted components
5 Years Ago
[D11][UI] Changes to Find/JoinGames screen
5 Years Ago
[D11] Fixed Renderer States on Tree Prefabs
5 Years Ago
[D11] Changed Tree Prefabs to ensure they have exactly 4 LODs
5 Years Ago
[D11] [TEMP!] Disabled incremental GC panic mode
5 Years Ago
[D11][UI] fixed TextMeshPro error in loading screen
5 Years Ago
[D11] Whoops forgot the actual spritesheet and font tweaks
5 Years Ago
[D11] UI art pass on Option menu, initial version of new menu spritesheet
5 Years Ago
[D11] + Adjusted the size of the bandit_town safe zone
5 Years Ago
[D11] Changed compression mode on icons.
5 Years Ago
[D11] Rocket Mesh Optimized
5 Years Ago
[D11] + Added a LOD system to the wooden_walkway_pillar_lights
5 Years Ago
[D11][Gameplay][#3693] Exterior walls and gates are at the correct distance from the player
5 Years Ago
[D11] Z fighting Fixes + Lowering Polycount on assets
5 Years Ago
[D11] + Fix to vending machine turning black close up
5 Years Ago
missed some of the baked hair assets from the last check in
5 Years Ago
Experiments with AnimatorUtility.OptimizeTransformHierarchy
5 Years Ago
[D11] Updated road material working on PS4
5 Years Ago
[D11] Enabled Bilinear Filtering on Icons.
5 Years Ago
[D11] Don't return to frontend at end of demo
5 Years Ago
[D11] 3D asset optimisations
5 Years Ago
[D11] + SLOD Distance redone on Bandit Camp (Wasn't working for some people) + cloth_c LOD group adjusted
5 Years Ago
[D11] + Overhauled all the awning_900's in the game, should now work correctly
5 Years Ago
[D11] Fix for z fighting on train tracks + Lowered polycount of Launch Site Floodlights
5 Years Ago
Fixed tree manager to handle out-of-order spawn/kill packets, removed redundant warning
5 Years Ago
[D11] Merge fix
5 Years Ago
[D11] Bandit camp gambling wheel no longer generates multiple audio prefabs when it spins.
5 Years Ago
[D11] Define fix
5 Years Ago
[D11][UI] Added Vertical Carousel type, Changed frontend and options menu to Vertical Carousel
5 Years Ago
[D11] Updated Road Material.