2,112 Commits over 3,106 Days - 0.03cph!
Made terrain splats less glossy
Reduced wetness smoothness because it was too glossy
Set reflection multiplier to 1 for player construction environment volume type
Post process tweaks to fix dark sky in some biomes
Set ambient color to 60 to make shadows brighter
merge from trainyard_update
Lifted shadows on underwater lab and underground postprocess profiles
Tweaked forest moss material because it was too bright with the new lighting
Adjusted ambient multipliers for the environment volume types
Tweaked post process settings
Added secondary ambient color to the skydome
Sky dome / lowered sunlight to 18
Tweaked post process settings to compensate for added shadow darkness
Reverted ground plants, tree and splat changes
Substracted ground plant changes
Set reflection multipliers to 1 for all Building environment volume types
Merge from cubemap lighting
Tweaked concrete_f_bld_var material
Reordered textures on brick_wall_b_plasterblend
Airfield / replaced all old light switches
Disabled red and green lights on the light switch prefab
Added yellow light that is always on to indicate the switches control emergency lights
Plaster_d green paint variant
Final iteration of the plaster_d texture
Tweaked some corresponding materials
Updated brick wall materials and some plaster materials
Redone brick and plaster textures
Brickwall_b texture and variants
Tweaked brickwall_c diffuse
Brickwall material update
Set all environment volumes in stables and fishing villages to Building instead of BuildingDark
Lighthouse / brightened up some environment volumes
Added XOR switches
Made interior lights controllable via switches
Added XOR light switches to the supermarket
Light up the spermket sign
Added some additional ambient lights
Replaced environment volumes with Building
Light switch prefab update / made status lights work again
Replaced gas station environment volumes with Building volume instead of BuildingDark
Added XOR light switches to the gas station
Added new light switches to airfield
Replaced a bunch of single light switches with XOR switches
Light switch prefab update
Light switch entity prefab
Updated light switch mesh
Light switch mesh and textures
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
Ground plants color tweaks
Sunlight and ambient tweaks
Post procesing tweaks and improved eye exposure adjustment
Slightly darkened environment volume to compensate for brighter outside
Added exposure eye adjustment for dark areas
Reverted weather profiles sky brightness to make shadows a bit brighter again
Increased ambient color intensity closer to the original value
Tweaked ground plants and tree translucency settings to compensate for increased sunlight intensity
Tweaked tundra and temperate grass splats to be darker to compensate
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
Tweaked sky brightness, contrast and fogginess on some weather profiles
Environment quality / further reduced impact of building environment volumes
Slowed down transition time
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
Slightly lowered sky brightness
Slightly lowered ambient and reflection intensity
Reduced the effect of environment volumes
Slightly reduced ambient color brightness
Tweaked weather clear sky brightness