branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
[D11] Added Depth of Field settings for Art to test - defaulted to off
[D11] Changed Blueprint_Read to use a small sound prefab instead of a ui_sound prefab.
[D11] Enabling the asset stripping for the release server builds.
Increased mesh streaming budget to something a bit more realistic
Enable mesh streaming on more meshes to save some memory
[D11] Tweaking the flashlight after feedback from Gurmita. The inner circle of the main light is now set to 90%.
[D11][#4048] Fix for flashlight casting no ambient light. Additional 25k-lumen spot light added for ambient light (outer radius 120). The internal spot light radius reduced to 45.
[D11] [UI] Fixed lost sprite icon references from previous submit.
[D11][UI] Fixed Leaderboard and implemented new methods
[D11][UI][#4023] Fixed ordering issues with gabling loot panel [#4027] Changed Defualt server filtering to all [#3946] Fixed been able to access server filters on connected screen
[D11] [UI] Memory Optimisations
[D11] - Bug 4050 - Applied correct Mask Map to Tarp Mat. Checked in game.
[D11] - Bug 4042 - Red Toolbox Scale Fix
[D11] - Texture map crunching. Checked in game.
[D11] [UI] Removed unused UI textures.
[D11] Enabling the profiler for all debug server builds.
More occlusion fixes:
- separated position & state buffers to avoid issues with CPU updating positions while GPU was changing states
- ignore GPU callbacks when state buffer is reuploaded during a resize operation
- ensure mesh occludees are made visible in OnEnable and when animated building blocks start animating
[D11] [UI] Fixed Roadsign Gloves translation issue.
[D11][#3672] Miners hat no longer has pixelated light cookie.
[D11] [UI] Added singular "hour" translations to translation files. "Killed By:" translate passes in the entity or damage type verbatim if it doesn't find it in the translation files.
[D11][#4029] {PS4/XB1} Players In Game has wrong info when only 1 player in game.
[D11][Graphics][#4011] Fix for PS4 square pixel at the middle of the screen
[D11] Modified to allow location of texture in project from debug output
Possible fix for occlusion respawn warnings and also wait for textures to load before hiding the loading screen
[D11] [UI] Removed untranslated report option from server report popup.
[D11] Modified "Report console meta's"
[D11] [UI] Fixed death marker tooltip not translating correctly. Fixed overlapping text on Quick Chat menu in certain languages.
[D11] [UI] Fixed typo in boot screen beta text.
[D11] Rustworks environment detection. Maintenance check. - [D11] Rustworks environment detection. Maintenance check.
[D11][#3805] Reactive targets no longer have any decals when hit by a hammer.
[D11] Bump BETA version numbers for PS4 and Xbox One
[D11][UI] Fixed issue with bootstrap scene
[D11] [UI] Default Language acquired from platform fix with bootstrap dependencies.
[D11] Fix for compass strip/UI
[D11] Update texture meta's: enable streaming mips
[D11] Revert temp changes
[D11] - Glove Texture Size Changes
[D11] - Fix to Armoured Door Specular
[D11][#3979] Light leaking through walls - decreasing the DirectionalLight::constantBias for platforms with lower-res shadow maps {XboxOne Base and S}.
Testing the perfromance of 1024 maps on those platforms.
[D11][UI] Removed references to all coins texture
[D11] Added min height check to player spawns to prevent water spawning.
[D11] Set cached ammo mod type to null when changing ammo type.
[D11][#3275] Disabling streaming for the foliage textures since to fix the mipmap level used in FoliageGrid via the BatchRendererGroup.
[D11] HDRP muzzleflashes (with lights)
[D11] Fix water black screen bug on xb1 (3871)
Fix for occlusion culling cpu/gpu getting out of sync (cpu was skipping results when more than one result set arrived in the same frame)