branchrust_reboot/main/d11_console_versioncancel

4,583 Commits over 731 Days - 0.26cph!

5 Years Ago
[D11] Added Roadsign gloves to bandit town shop
5 Years Ago
[D11] Few more Z fighting Fixes
5 Years Ago
[D11] Added loc keys for gloves
5 Years Ago
[D11] Changed controls for controling a boat, fixed issues with fuel storage
5 Years Ago
[D11] Fixed Vertex colours on warehouse_large_shell.fbx
5 Years Ago
[D11] Added define around ContextMenu.FrameUpdate to prevent call to DateNow.Time every frame
5 Years Ago
[D11] Further Material changes to fix Z fighting
5 Years Ago
[D11] RT debug checks & fixed a shutdown leak.
5 Years Ago
[D11][#3295, #1137] Replaced fire/smoke particle systems for torches and campfires. (Additional Debug.Log optimisations to prevent console spamming.)
5 Years Ago
[D11] Further Z Fighting Fix. Missed a value previously.
5 Years Ago
[D11] More Z-fighting Fixes
5 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 ).
5 Years Ago
[D11] Optimised shadow res / tweaked colour
5 Years Ago
[D11] Added poolable component to gloves prefabs
5 Years Ago
[D11] Landmine Trigger reduced
5 Years Ago
[D11] Cherrypicked 29089. gloves update. Updated glove materials, adjusted sprite icons.
5 Years Ago
[D11] Quick tweak to blocked player sprite
5 Years Ago
[D11] New Blocked Player Icon
5 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.
5 Years Ago
[D11] - Reverted VolumeManager.cs to fix colour grading issues
5 Years Ago
[D11] Changes to materials that is a potential Z fighting Fix
5 Years Ago
[D11] Compound SLOD further tweak
5 Years Ago
[D11] Wooden_crate_1 LOD Distances adjusted
5 Years Ago
[D11] cracks_grass LOD distances lowered
5 Years Ago
[D11] + Both large Power Substations and Mining Quarry A-C SLODs adjusted
5 Years Ago
[D11] Potential Fix for z-fighting. Testing on this material at Harbor
5 Years Ago
[D11] Sewers Monument SLOD distance tweaks
5 Years Ago
[D11][UI] Added hint for climbing ladders
5 Years Ago
[D11] Missing faces fix on road_bend_15x15
5 Years Ago
[D11] Fixed incorrect Mud_a_sewers material
5 Years Ago
[D11] Updated fog in Abandoned Cabins and Bandit Camp. May need further refinement.
5 Years Ago
[D11] + Supermarket SLOD distance adjusted (May need further adjustment due to not being able to test on the server)
5 Years Ago
[D11] Fix for Airfield Decals having shadows
5 Years Ago
[D11] SLOD distances changed for all Water Well Monuments
5 Years Ago
[D11] Changed Water Distortion value back to 0
5 Years Ago
[D11] Cherrypicked 35343, cached transform.position during DoStepUp()
5 Years Ago
[D11][#3580] Setting fire texture to use bilinear filtering.
5 Years Ago
Removed SHADOW_VERY_HIGH variants from ASE template because that mode is no longer supported by HDRP
5 Years Ago
[D11] Launch Site SLOD Distance Changed
5 Years Ago
[D11][#3525] Top of Lighthouse no longer has shadow artefacts.
5 Years Ago
[D11] Server compile fix
5 Years Ago
[D11] Remove unnecessary call
5 Years Ago
[D11] + The Dome SLOD distance adjusted
5 Years Ago
[D11] Restoring original recoil
5 Years Ago
[D11] Testing generic attack audio prefab for LR300 & AK47
5 Years Ago
[D11] + Harbor 2 SLOD distance adjusted + portacabin_300_600 LOD tweaked + Fixed Z fighting issue with harbor_2_grounds
5 Years Ago
[D11] SLOD Distance tweaks for Compound and Satellite Dish
5 Years Ago
[D11][UI] Reduced time for looting items and moving them to containers.
5 Years Ago
[D11] Remove log from PlayerBelt
5 Years Ago
[D11] + Gas Station SLOD distance adjusted