branchrust_reboot/main/d11_console_versioncancel
4,549 Commits over 731 Days - 0.26cph!
[D11] Building parts atlas texture tweak
[D11][UI] Fixed issues with rendering Japanese text in ingame menus
[D11] Bandit Town SLOD colour fix
[D11] Fixed Wooden Rowboat
[D11][UI] Added font for Japanese, Korean & Chinese text, Adjusted button options size and find join game header sides
[D11] [#3115] Fire arrow textures now correct.
[D11] Vending Machine Screen Fix
[D11] Shelf texture tweak
[D11] [#3260] Removed unneeded debug logging code.
[D11] [#3260] Campfire flames now emitting correct amount of particles [#3100] Flamethrower texture now correct. [#3115] Fire arrow now shows correct flame material.
[D11] Fix for NRE on PuzzleReset
[D11][FOG] Some material fixes to the fog wall ( double sided/alpha transparent )
[D11] [Art] [#3215] TreadAnimator script from M2Bradley will no longer show red error messages
[D11] Fixed the server time/clock display on the game options/pause screen
[D11] Fix for Reed LOD3s being bright green
[D11] Fix for tree bark caps being overly shiny.
[D11] Fix for rowboat collision
[D11] Reimported Translations for Korean and Japanese, fixed small issue with translation class if translations values are null or empty.
[D11] Changed keycards materials to match Steam version
[D11] [Graphics] [#3206] Keycards match their colour and static bbq particle system fix
Fix for incorrected calculation of instanced mesh LOD distances where the LOD meshes were scaled separately from the LODGroup (e.g. driftwood_set_2.prefab), bug 2253
[D11] + Remainder of scenes - in scene LOD tweaks + Couple of minor bug fixes (Floating objects, bad LOD transitioning) + Bunch of scene to prefabs of scenes using incorrect prefabs
[D11] Fixed Airfield SLODs slightly incorrect position + Fixed landmine scale
[D11] + Pumpjack-static - Fix for the broken prefab (Objects changing places when transitioning through LODs)
+ Changes to the water shader added in reflection probes and did some optimisations
[D11] Fixed bright green Hanging ivy in caves
Wrap RestartExecutable call in #if ENABLE_D11_APPLICATION_RESTART
[D11][UI][#3239] Fixed been unable to split stacks of items
[D11][#3109] Fixed been unable to place water purifier on campfire, fixed campfire collision and deployment guide scale , fixed deployment guide sticking around when walking way from campfire
[D11] Dredging Boat z fighting fix
[D11] [UI] Disabled Server Stats page on in game options carousel.
+ Added in a early version of HDRP water shader
Fix some mismatched profiling markers
Allow the deep profiling build option to work
Save a bit of memory on the asset bundles by disabling load by filename
Fix for output instance buffer not being rebound when it's reallocated and BRG is being used
Remove unnecessary MeshOccludee components on instanced meshes when they're in child objects and relax rules about where LOD meshes can be in the hierarchy
Fix for far away trees in editor when ps4 platform is selected
[D11] + LOD tweaks - Up to Spherical Tank
[D11] Vending Machine Green Brightness Distance Fix
[D11] Fixed Magenta Signs at Compound/Outpost
[D11] Spikes Floor Magenta Texture Fix & Bandit Camp Boat Collision Fix
[D11] + Launchsite Assets LOD Tweaked
[D11] SceneToPrefab fix, Launch site fix
Disable unnecessary instancing index stream on PS4
[D11] Fixed calls to old function name hidden behind defines.
Some fixes for the far away trees
[D11] Few materials tweaks + Fixed Junk pile scale
[D11] [UI] Loading screen client/server calls more specific in WorldSetup.