branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
[D11] + Adjusted mt_sign_a lod distance and mesh cull distance of the lettering
[D11] + Various fixes to assets
[D11] Changed Distance check to SqrDistance check
[D11] Commented out a few debug.log calls that were called too often
[D11][#3037] Get popup open before hang on ps4 [#3655] Reenabled rightstick down UI event
[D11] Some tweaks to the boat optimisations to make them slightly more efficient
fix a couple of oversized textures
[D11][Art][#1582] Increased roads height to avoid Z-Fighting with terrain
[D11] Fixes for More rotation issues and z fighting at the Launch Site
[D11] Altered the size of the Prevent_building blocker in powerplant [D11][#3643] Fixed control issue with multiple users on ps4
[D11] Multiple Z fighting fixes at the Launch Site
Added menu item to reimport compute shaders
Switch to DirectX12 on XB1
Turn off shadow casting on decal shader
Turn off old legacy pipeline camera components and old decal system
Simpler fix for server shader stripping
[D11] Only strip shaders on CLIENT
[D11] Fix to visible gap in mesh at Sewers + another z fighting material
[D11] + Fix to remnant_container_6x4 culling at LOD 0
[D11] Increased default joysticks deadzone to 0.3
[D11] Gas Station Gate Door position fix
Workaround for DX12 BRG limit
[D11] Server asset bundle build time optimisation.
[D11] Updated signal grenade particles.
[D11] Fixed LOD issue on junkpile_b.prefab
[D11] Unchecked PS4 override for flashlight texture. Likely cause for PS4 flashlight being pixelated
[D11] Portacabins vertex colour fixed
[Server] Changed region filter from "NA" to "US" to reflect Rustworks setup - [Server] Changed region filter from "NA" to "US" to match the Rustworks response
[D11] + Cover_e and Cover_d adjusted LOD distance
[D11] Optimised smoke grenade particles.
[D11] + Portacabins LOD distance tweaks
[D11] Altered the size of the Prevent_building blockers in both harbors
[D11] Fixed mesh normal issue on file cabinet objects
[D11] Lighthouse z fight fix
[D11] Fix for G2 Bradley's treads and error messages
[D11] Lighthouse z fighting fix
[D11] Rocket factory exterior LOD3 vert colour fixed
[D11][UI] Fixed issues with kick messages
[D11] Flickering launch site elevator fix
[D11] Terrain Texture Size Decrease
[D11] Optimised signal grenade particles.
[D11] Vent LOD distance tweak
[D11] Fix for floating asset Launch Site
[#3295] Prevented shadow strength warnings about range being outside 0 to 1 from spamming the console.
[D11] Changed generated kick message for rpc errors to a translate key, translate idle kick message
Controls changed in layout A:
voice chat toggle/ push to talk - press/hold the view button (BUTTON.BACKBUTTON in code)
crouch is now on B (BUTTON.CANCEL in code)
quick chat - press the R3 (rightStickButtonPressed in code)
While building in layout A:
Controlling structure height: Y + D-pad Up/ Down -> Right/Left shoulder
Menu changes - loc strings reassigned:
Standard A layout:
Face Right: d11_voice_chat -> d11_toggle_crouch
Special Left: d11_quick_chat -> d11_voice_chat
R3: d11_toggle_crouch -> d11_quick_chat
Building A layout:
Face Right: d11_voice_chat -> d11_toggle_crouch
Special Left: d11_quick_chat -> d11_voice_chat
R3: d11_toggle_crouch -> d11_quick_chat
Face Top: d11_foundation_height -> d11_secondary_interact, disabled
L1: d11_previous_structure -> d11_raisefoundation (new string)
R1: d11_next_structure -> d11_lowerfoundation (new string)
D-Pad Up: d11_inventory_raisefoundation -> d11_inventory
D-Pad Down: d11_crafting_lowerfoundation -> d11_crafting
The old buttons in the UI.BuildingContextMenu are disabled and marked as unused.
[D11] More Z fighting materials fixed
[D11] Don't call CanLookAtEntity every frame
[D11] Translate Kick messages