branchrust_reboot/main/d11_console_versioncancel
4,583 Commits over 731 Days - 0.26cph!
[D11] Weighted Vertex Normals on Props Electrical Boxes to office furniture/computer_cabinet
[D11] + Issue 4007 - Missing window ledge fix
[D11][Art][#3669] Flickering doors occlusion culling fix - [D11][Animation][#3954] Destruction animation for building parts fixed
[D11] amended water bucket fix
[D11] - Further fix to bug 2335 - Supermarket flooring.
[D11] Fix to bug 4019 - Water inside Water bucket
[Audio] Staff's tweaks - [Audio] Staff's tweaks - [Audio] Finally able to check in new voice limits
[D11] Updates to torch light, and fire arrow lights
[D11] Fix to green foam on water. Added Diffusion Profile to shader.
[D11] [UI] Adjusted padding on Water Containers loot panel. Fixed translation issues on Water Containers.
[D11] Sun: missing define check when playing in Unity editor
[D11] Fix lightjob array resetting time and retriggering phantom light flashes.
[D11] Blacklisting XboxOne Base and XboxOne S to use low resolution shadow maps for performance reasons. PC/Pro consoles and PS4 base can handle 2048-res shadow maps without loosing FPS.
[D11] Wrapped entire awake method in #if so the entire method is not called on server.
[D11] Adjusted collider scaler script to prevent server from warning of an unused variable.
[D11] Updated player spawn filters to prevent spawning in water.
[D11] Change to collider scaler to prevent running on server and to stop the debug logging.
[D11][#3631] Hobobarrels now emit light / shadows to match steam
[D11][UI] Get seed as a string rather than an int.
[D11] Fix PS4 SCEA *Check warning for enter button assignment
[D11] Fix PlayerSettings.PS4.PatchChangeinfoPath, only needs the path to the file
[D11] Reverting the directional shadow maps to medium to test the performance implications on XboxOne and PS4 base.
[D11][#3988] Fix: Filling water purifier with a water jug (2000ml or less) kicks you out of the game
[D11] - Fix to bug 2335 - Supermarket overlapping pavement texture
[D11] Possible fix to Bug 149 - Ore Node Textures disappear when a layer is broken
[D11] Fix param_patch.sfx, contained main game data, not beta data
[D11] Fixes muzzle flash bug 4015
[D11] Switch the PS4 package category to patch or application
[D11][#3672] Fixed searchlight cookie
[D11][UI][#3989] Updated controls for layout B
[D11][UI][#3983] Altered find/join game screen scroll and position to avoid scroll going missing. [#3999] fixed send feedback options sending to the wrong page
[D11][UI][#3959] Added scroll bar to options screen
[D11] Fix patch param files, use beta details not the main game
[D11] Fix PS4 Build process, broke path to nptitle.dat
[D11][#3985][#3984] Fixing the collision issues for the water well barrel/ survival fish trap which occur because of the Outline code.
Reverting the previous checking - accidentally committed assets.
[D11][#3985][#3984] Fixing the collision issues for the water well barrel/ survival fish trap which occur because of the Outline code.
[D11] Added support for building PS4 Patches.
Fix for another serialised member within a #if block
Disable occlusion warnings while I look into them
[D11] 3987 - Changed the spawn parameters on some resources to prevent them from clumping together
[D11][#3998] Fix for shadows flashing when far from the map center:
1. Shadow map resolution on the main directional light set to 2048 - this makes the shadow map calculations more precise at the cost of 30 Mb of memory.
2. Updating the rotation of the sun every N frames to decrease the frequency at which the lighting conditions are changed and thus keeping the shadow maps the same for several frames.
Don't pool the engine audio grains because they seem to use up a lot of memory
Fix for some unnecessary decor object spawns (e.g. flowers and cracks_grass)
Occlusion culling/SLOD fixes (invisible objects)
[D11] Scene fix - SLOD cell root
[D11][#3980] Dome barrel spawning does not exceed spawn points