userDamian Lazarskicancel

2,029 Commits over 2,800 Days - 0.03cph!

1 Year Ago
Set the shadow proxies of large structures in compound to the world layer to ensure proper cubemap shadow rendering
1 Year Ago
Made terrain splats less glossy
1 Year Ago
Reduced wetness smoothness because it was too glossy
1 Year Ago
Set reflection multiplier to 1 for player construction environment volume type
1 Year Ago
Post process tweaks to fix dark sky in some biomes
1 Year Ago
Set ambient color to 60 to make shadows brighter
1 Year Ago
merge from trainyard_update
1 Year Ago
Lifted shadows on underwater lab and underground postprocess profiles
1 Year Ago
Tweaked forest moss material because it was too bright with the new lighting
1 Year Ago
Adjusted ambient multipliers for the environment volume types
1 Year Ago
Tweaked post process settings
1 Year Ago
Added secondary ambient color to the skydome
1 Year Ago
Sky dome / lowered sunlight to 18 Tweaked post process settings to compensate for added shadow darkness
1 Year Ago
Reverted ground plants, tree and splat changes
1 Year Ago
Substracted ground plant changes
1 Year Ago
Merge from main
1 Year Ago
Set reflection multipliers to 1 for all Building environment volume types
1 Year Ago
Merge from cubemap lighting
1 Year Ago
Tweaked concrete_f_bld_var material Reordered textures on brick_wall_b_plasterblend
1 Year Ago
Airfield / replaced all old light switches
1 Year Ago
Disabled red and green lights on the light switch prefab Added yellow light that is always on to indicate the switches control emergency lights
1 Year Ago
Source backup
1 Year Ago
Plaster_d green paint variant
1 Year Ago
Final iteration of the plaster_d texture Tweaked some corresponding materials
1 Year Ago
Updated brick wall materials and some plaster materials
1 Year Ago
Plaster_d update
1 Year Ago
Plaster_d update
1 Year Ago
Redone brick and plaster textures
1 Year Ago
Brickwall_b texture and variants Tweaked brickwall_c diffuse Brickwall material update
1 Year Ago
Set all environment volumes in stables and fishing villages to Building instead of BuildingDark
1 Year Ago
Lighthouse / brightened up some environment volumes Added XOR switches Made interior lights controllable via switches
1 Year Ago
Added XOR light switches to the supermarket Light up the spermket sign Added some additional ambient lights Replaced environment volumes with Building
1 Year Ago
Light switch prefab update / made status lights work again
1 Year Ago
Replaced gas station environment volumes with Building volume instead of BuildingDark Added XOR light switches to the gas station
1 Year Ago
Added new light switches to airfield Replaced a bunch of single light switches with XOR switches
1 Year Ago
Light switch prefab update
1 Year Ago
Manifest rebuild
1 Year Ago
Light switch entity prefab
1 Year Ago
Updated light switch mesh
1 Year Ago
Light switch mesh and textures
1 Year Ago
Better environment volume setup for office_bld_a and watch towers. The doors facing the exterior will now have the building volume instead of building dark
1 Year Ago
Ground plants color tweaks
1 Year Ago
Sunlight and ambient tweaks Post procesing tweaks and improved eye exposure adjustment Slightly darkened environment volume to compensate for brighter outside
1 Year Ago
Added exposure eye adjustment for dark areas
1 Year Ago
Reverted weather profiles sky brightness to make shadows a bit brighter again Increased ambient color intensity closer to the original value
1 Year Ago
Tweaked ground plants and tree translucency settings to compensate for increased sunlight intensity Tweaked tundra and temperate grass splats to be darker to compensate
1 Year Ago
Slightly lowered sun intensity Environment quality tweaks to PlayerBuilding volumes Made environment volume transition time longer Tweaked remaining postprocess profiles to work with the new settings
1 Year Ago
Tweaked sky brightness, contrast and fogginess on some weather profiles
1 Year Ago
Environment quality / further reduced impact of building environment volumes Slowed down transition time
1 Year Ago
Increased sunlight intensity and tweaked ambient color Switched tone mapping on biome postfx to ACES and removed some color correction tweaks to compensate / see if it can be replaced with custom tonemapping in the next iteration