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126,618 Commits over 4,109 Days - 1.28cph!

5 Years Ago
Toggled import read/write on splat rocks
5 Years Ago
A few more shader fixes
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
merge from main
5 Years Ago
Added World_Setup_v3_basic prefab for use on maps like Savas/Craggy with barebone procedural scripts SavasIsland_new dressing update, loot placement update, new terrain build Cliffs don't place underwater
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
Only generate ring road on 4k maps or larger
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
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
5 Years Ago
Fixed road mesh being placed slightly too high when loading a map from disk
5 Years Ago
[D11] - Reverted VolumeManager.cs to fix colour grading issues
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
Adjust power connection and deploy mesh for vehicle lift
5 Years Ago
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5 Years Ago
Phrases
5 Years Ago
Added support for switching demos on the same map without reloading the map (still wip, there's a few errors)
5 Years Ago
Fix demos not being able to jump to time 0 after a demo is finished (IsPaused was left on)
5 Years Ago
Added debug.debugcamera_list to list out all saved debug camera positions into the console
5 Years Ago
update lift model/texture, adding deployable model
5 Years Ago
Add demo.hud, displays a timestamp during demo playback in the top left of the screen
5 Years Ago
More electricity work
5 Years Ago
Vehicle lift electricity work
5 Years Ago
Add an optional speed parameter for cinematic_play command
5 Years Ago
More
5 Years Ago
Vehicle lift rotation
5 Years Ago
Lift I/O
5 Years Ago
updated vehicle lift model
5 Years Ago
Vehicle lift IO work
5 Years Ago
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.
5 Years Ago
Don't invoke push liquid logic if no liquid is available
5 Years Ago
Rename some stuff for clarity Sprinklers no longer have inbuilt storage
5 Years Ago
Lift LOD edit. Show lights at all LODs
5 Years Ago
Remove water if no water is remaining Allow splitter to be placed on any surface, not just walls
5 Years Ago
Fixed PixelLit Advanced.shader regression
5 Years Ago
Mark barrel as a root entity to ensure drain calculations are updated as circuit is updated
5 Years Ago
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5 Years Ago
Progress
5 Years Ago
Concrete bridge greybox progress
5 Years Ago
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5 Years Ago
Moving prefabs