121,142 Commits over 4,018 Days - 1.26cph!
Preserve the original name of slots so they get restored when removing a custom name
Preserve the original name of slots so they get restored when removing a custom name
- Fixed wheel visual glitching when entering water etc by providing the right layer mask.
- Properly added the wheel smoke FX from the sedan.
- Some driving physics tweaks.
- Added handbrake, although it's really just a fancy version of the brakes.
- Fixed wheel visual glitching when entering water etc by providing the right layer mask.
- Properly added the wheel smoke FX from the sedan.
- Some driving physics tweaks.
- Added handbrake, although it's really just a fancy version of the brakes.
▋▌▉▄ ▊▊▆▍▉▍▅▉ ▋▋▋▉▋▇▆/▊▊▍ ▅▉▇▋▆▌▉ ██▋▅ ██▉▇▊▆▍
██▌▆▉ ▉ ▌▋▇▆▉▌▄▊▇▌▋▄▋▍ ███▄▉██▆ ▆▅▆▄ ▅▇▆▆▄ ▍▍▋ ▍██▆▍ ▉▊█ ▅▊ ▌▆▍▆█▄ ▍▌▋▄▅▉█▆ ▄█▋▋█▄▋▌▄
▄▍▍▍▅ ▄▍ ▌▄▅▉ ▇▍▄▌▌▅ ▆▆▆ ▍▉▇▍
▅▉▉▉ ▆▅▋█▋██▆ ▊▋▇▄▉▊▍/█▉▌ ▋▊▍█▉▌▋ ▆▋█▊ ▇▄▇▆▇▄█
▋▅▅▄▌ ▍ ▌▉▉▇█▌▉▊▅▇▋▌▉▋ ▉▌▊▉▋▍▊▇ ▊▍▋▆ ▉▉▊▇▋ ▊▋▄ ▉▄▆█▋ ▌▌▍ ▅▋ ▉█▌▆▌▌ █▊▇▌▆▉▌▊ ▉▆▇▄▍▌▉▅▄
▉▆▉▊▆ ▋▌ ▄▊▆▍ ▇▇█▆▋▋ ▌▅▆ ▌▋▄▅
Add a menu to rename IO entities and their inputs/outputs
Add a menu to rename IO entities and their inputs/outputs
Better IK positions on piano
Better IK positions on piano
Proplight prefab conversions
Proplight prefab conversions
Add some car audio files (originally from WiseGuys)
Add some car audio files (originally from WiseGuys)
Scene backup.
Lantern post conversion.
Scene backup.
Lantern post conversion.
Fixed intermittent decals on cargoship; set mesh compression to low on models using decals to disable vertex format compression
Fixed a couple mesh colliders using read-only meshes in Hapis and cargoship
Fixed NRE on ent kill cargoship
Fixed intermittent decals on cargoship; set mesh compression to low on models using decals to disable vertex format compression
Fixed a couple mesh colliders using read-only meshes in Hapis and cargoship
Fixed NRE on ent kill cargoship
Added a favourites category/tab to crafting menu, lists any favourited items there, too.
Added a favourites category/tab to crafting menu, lists any favourited items there, too.
Show (placeholder) favourite icon on any favourited quick craft items.
Show (placeholder) favourite icon on any favourited quick craft items.
[D11] [UI] Adjusted visuals and size of player corpse info on HUD to be more readable. (WIP)
[D11] [UI] Adjusted visuals and size of player corpse info on HUD to be more readable. (WIP)
[D11] Fixed reverb trigger zones in the bandit camp
[D11] Fixed reverb trigger zones in the bandit camp
"Favourited" items appear first in the quick craft items, then ordered by most crafted.
"Favourited" items appear first in the quick craft items, then ordered by most crafted.
[D11] Increase read-timeout from 30 secs to 1 min
[D11] Increase read-timeout from 30 secs to 1 min
[D11] [UI] Fixed text wrapping on server name in loading screen.
[D11] [UI] Fixed text wrapping on server name in loading screen.
[D11][UI] Placeholder update screen and removed unneeded code in networkserviceport
[D11][UI] Placeholder update screen and removed unneeded code in networkserviceport
[D11] fix for SLODs being pink in hdrp. Added a shadergraph shader which is uses the LitMaster plus an extra node which applies the dithered alpha clip. It's a bit of cheat because you can't have custom function nodes which don't connect to something, so I'm just passing the model's alpha through my function, and doing the dither clip as a "side effect" of the function, but I don't see why it won't be robust. Tweaked the other inputs to LitMaster to try to make the slod models look similar to before, this could do with more artist tweaking, and generally the (cross)fade could be more polished.
+ a water compile fix that I missed from a commit yesterday
+ a foliageASE instancing fix I missed too
[D11] fix for SLODs being pink in hdrp. Added a shadergraph shader which is uses the LitMaster plus an extra node which applies the dithered alpha clip. It's a bit of cheat because you can't have custom function nodes which don't connect to something, so I'm just passing the model's alpha through my function, and doing the dither clip as a "side effect" of the function, but I don't see why it won't be robust. Tweaked the other inputs to LitMaster to try to make the slod models look similar to before, this could do with more artist tweaking, and generally the (cross)fade could be more polished.
+ a water compile fix that I missed from a commit yesterday
+ a foliageASE instancing fix I missed too