branchrust_reboot/main/Trainyard_updatecancel
81 Commits over 61 Days - 0.06cph!
Replaced another heater in airfield with a proper variant
Fixed shadow issues in the airfield office building
Tweaked some LOD distances and LOD materials in harbors to make transitions less jarring
Pushed some sphere tank LOD distances further to reduce pop-in
Added a spec map for the sphere_exterior_LOD material
Powerplant / refined environment volumes
Added some support lights and wires to harbors
Airfield / replaced heaters with ones that have heat sources
Added ladders inside the ore train wagon to prevent players from getting trapped inside
Launchsite / added more light switches to different floors in the rocket factory building
Reduced light_fixtures_EM_Cold emissive because it was causing extreme bloom in the rocket factory building
Added more light switches to harbors
Added portacabin prefabs used in the powerplant
Tweaked trainyard puzzle building material and made it dirtier
Tweaked plaster_a texture and removed some tiling details
Added an inverted version of concrete_f_mask_single texture
Harbors exterior lighting pass
Added light switches to control the lights
Powerplant lighting and light switches
Tweaked a few materials
Scene2prefab
Reverted all weather profiles to how they were on main
Reverted all postprocess profiles to how they were on main
Reverted sunlight intensity back to 8
Increased transition speed on Environment Collection to fix issues where some areas (like underground tunnels) were not darkening fast enough
Tweaked ambient multiplier for the BuildingVeryDark environment type. Should no longer be pitch black
Reverted eye-adaptation and autoexposure because it was causing too many visual issues
Tweaked post-process profiles to be closer to original values but kept ACES for now. Will revert to neutral depending on feedback
Lowered sunlight intensity to 12, which is 50% stronger than original
Updated sphere tank LOD textures to better match new materials
Moved rocket factory building light switches further away from the door to prevent confusion
Merged rocket factory building door into the main exterior mesh / this was done to fix an issue where the door would disappear behind the player causing a light leak in the cubemap and brightening up the scene in a weird way
Updated LOD texture on the rocket factory building
Scene2prefab
Deleted overlapping light in trainyard
Tweaked trainyard environment volumes
Added environment volume to the coaling tower
Gas station cave will now use buildingdark instead of buildingverydark environment volume
Tweaked ice lake materials to stop them from becoming too bright
Restored bloom threshold to its original value to help with snow becoming too bright
Slightly lowered sunlight intensity
Slightly darkened snow splat
Added light switches to the trainyard
Scene2prefab
Updated trainyard lights
Removed some old overlapping lights
Scene2prefab
Trainyard lighting / increased view distance on exterior lights to prevent them from fading out too quickly
Added trainyard lighting prefab to the monument scene
Trainyard scene2prefab
Trainyard lighting progress / updated the trainyard_lighting prefab
Set secondary colliders for stairs in the cargo ships / this should fix the issue of bullets not passing through the gaps in the stairs
Updated launch site lighting / added light switches
Fixed a few materials
Changed some environment volumes to brighter ones
All airfield lights controlled by switches will also turn on during the day to prevent confusion
Arctic base / Made exterior lights that are controlled by light switches also turn on during day time to prevent confusion
Reduced intensity of the blue color overlay in arctic biome
Slightly brightened BuildingDark environment volume type
Switched excavator environment volumes to brighter ones
Added more lights to the warehouse monument
Added light switches to the warehouse
Tweaked brick_wall_b_plaster blend and changed the AO texture to remove dark outlines in shaded areas
Tweaked the fuel_tank_diff_rusty material to make it higher quality / used original texture as a blend mask for rust
Arctic base environment volume tweaks
Made indicator light on the light switch more intense
Slightly toned down clear weather cloud brightness
Tweaked cloud brightness / made clouds brighter in some weather profiles to compensate for the eye adaptation
Added light switches to the arctic base
Tweaked arctic base environment volumes
Moved shipping containers to the world layer
Other small arctic base tweaks
Light switch tweaks in the gas station and supermarket
Material tweaks
Updated airfield light switch setup
Updated some shadow proxies with higher quality LODs to fix shadow issues
Updated some materials
Lighthouse lightswitch and material tweaks
Airfield light switch update