branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
[D11] Reduced the size of the Prevent_building blockers in a number of monuments
Turn off rowboat caustics effect as the Projector component is not supported on HDRP
material -> sharedMaterial
Enable occlusion culling for d3d12
Compile fixes for undefining D11_PLAYER_SAVE (because my xbox connected storage is refusing to work and it's driving me insane)
[D11] Updated projectile fx and mats
Ignore the input from sticks for a short period after closing Pie Menus.
Exposed as a ClientVar: pieMenuSticksBlockingSec
[D11] More Fixes for Z fighting Materials
[D11] Applying missing scripts to the rocks.
Couple of fixes for scene to prefab (ignore bounding sphere override if it's disabled, and check for existence of lods)
[D11] Fix for Hemp Plant LOD2
[D11] Tuna Can Lamp Scale fix + LOD distance tweaks. + Flamethrower Glass MAT tweaked
[D11] Added a distance check to rowboats.
[D11] Range_halls assets in launch site fixed rotation
[D11] + Fixed objects randomly culling in the airfield
[D11] Added Roadsign gloves to bandit town shop
[D11] Few more Z fighting Fixes
[D11] Added loc keys for gloves
[D11] Changed controls for controling a boat, fixed issues with fuel storage
[D11] Fixed Vertex colours on warehouse_large_shell.fbx
[D11] Added define around ContextMenu.FrameUpdate to prevent call to DateNow.Time every frame
[D11] Further Material changes to fix Z fighting
[D11] RT debug checks & fixed a shutdown leak.
[D11][#3295, #1137] Replaced fire/smoke particle systems for torches and campfires. (Additional Debug.Log optimisations to prevent console spamming.)
[D11] Further Z Fighting Fix. Missed a value previously.
[D11] More Z-fighting Fixes
[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 ).
[D11] Optimised shadow res / tweaked colour
[D11] Added poolable component to gloves prefabs
[D11] Landmine Trigger reduced
[D11] Cherrypicked
29089. gloves update. Updated glove materials, adjusted sprite icons.
[D11] Quick tweak to blocked player sprite
[D11] New Blocked Player Icon
[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.
[D11] - Reverted VolumeManager.cs to fix colour grading issues
[D11] Changes to materials that is a potential Z fighting Fix
[D11] Compound SLOD further tweak
[D11] Wooden_crate_1 LOD Distances adjusted
[D11] cracks_grass LOD distances lowered
[D11] + Both large Power Substations and Mining Quarry A-C SLODs adjusted
[D11] Potential Fix for z-fighting. Testing on this material at Harbor
[D11] Sewers Monument SLOD distance tweaks
[D11][UI] Added hint for climbing ladders
[D11] Missing faces fix on road_bend_15x15
[D11] Fixed incorrect Mud_a_sewers material
[D11] Updated fog in Abandoned Cabins and Bandit Camp. May need further refinement.
[D11] + Supermarket SLOD distance adjusted (May need further adjustment due to not being able to test on the server)
[D11] Fix for Airfield Decals having shadows
[D11] SLOD distances changed for all Water Well Monuments