2,165 Commits over 3,044 Days - 0.03cph!
Airfield polish
Fixed shadow proxy issues on hangar doors
Manually fixed alpha on watchtower and offices LOD textures to help with shadows
Reduced glossiness of the shipping containers
Other small fixes
Airfield lighting and dressing polish
Added overgrowth and small junk to the hangars
Added point lights near entrances to prevent exteriors from looking too dark
Removed crew cabinet light overrides from arctic base prefabs
Updated crew cabinet lights / reduced radius settings to prevent lights from bleeding through walls
More progress on airfield lights and dressing
Tweaked radius, range and distance fade settings for all ambient lights
Tweaked intensity of some of the interior key lights
Made exterior lights turn off during the day
More tower dressing
Airfield towers dressing progress
Added emissive and lights to control panel prefabs
Airfield lighting progress
Airfield interior prop dressing progress
Airfield lighting progress
Slightly darkened BuildingDark, BuildingVeryDark and Building settings to compensate for contrast changes
Lowered contrast in temperate biome post process
Enabled high definition range on temperate and arid profiles
Brightened BuildingVeryDark, BuildingDark and Building environment volume types
Slightly lowered brightness transition speed between volumes
Changed gas station environment volume to BuildingDark instead of BuildingVeryDark
Made Building environment volume slightly darker
Bandit town lighting update
Added environment volumes to all buildings and the dredge
Tweaked some of the lights
Scene2Prefab
Environment quality changes / Made BuildingDark slightly darker
Gas station and warehouse scene2prefab
Gas station and warehouse lighting upgrade
Added environment volumes to make everything darker
Added new light prefabs
Replaced old portacabin in the warehouse
New materials for gas station interior
New plaster_d texture variants (red and blue painted strips)
Environment quality update / Made BuildingDark volume slightly darker
Supermarket lighting tweaks and fixes
scene2prefab
Small adjustments to light prefabs used in the rocket factory and office buildings
Set office environment volumes to BuildingVeryDark
Replaced old portacabin prefabs used in the launch site with updated meshes
Rocket building windows prefab update
Fixed broken floor material on old portacabin meshes
Did some glass hacks to make it look less broken
Added a custom shadowproxy mesh for rocket factory exterior to get rid of light flickering through subpixel gaps
Replaced decal material on the rocket used inside the rocket factory with a cutout material
Updated launchsite scene with new lighting prefabs and deleted old ones
Deleted a bunch of props hidden underground
Rocket factory, offices and warehouse material tweaks to make everything more consistent with new lighting
Fixed glowing decals in the rocket factory and warehouses
Specular texture variants for glass materials
Updated rocket factory light prefabs
Added environment volumes to office building, rocket factory and warehouse prefabs
Changed their shadowproxies to the world layer to fix cubemap issues
New lighting setup for the rocket factory and office buildings
Updated office light prefab
Supermarket scene update
Material tweaks to make everything more consistent
Separate material for backfacing glass
Supermarket lighting and dimming volumes prefab
Flickering light prefab for office ceiling lights
Removed most of the small rocks on the hill with the antenna because they were causing too many issues on certain seeds
Rotated two cliff meshes to make sure there's no holes
Deleted stray red light from arctic_base_module_b that was hidden behind shelves
Scene2Prefab
Tweaked light settings of electric heaters to prevent them from bleeding through walls at night
Moved electric heaters to Default layer instead of World to stop emissive from getting picked up by cubemaps
Tweaked lights used inside portacabin_building_300_600_a, portacabin_building_900_1200_b and dome radar to stop light bleeding
Scene2Prefab
Added snow material variants to a few objects placed outside that were missing it
Scene2Prefab
Icicle prefab tweaks / skipped LOD0 on all icicles and switched to using LOD1 as default / added shadowproxies to all icicles / these changes should lower the tricount by roughly 2 million on highest graphical settings
Scene2Prefab
Slightly moved dome radar door to close a gap
Scene2Prefab
Added shadowproxies to arctic base lab modules to prevent light leaking through subpixels
Fixed another floating rock
Scene2Prefab
Clipped garage door animation to make it stop when hitting the ground
Cherrypicking Vincent's garage door fix
Portacabin building texture and material tweaks
Added dedicated shadowproxy meshes in an attempt to fix light leaking at certain times of day
Removed last floating rock
Scen2prefab
Tweaked colors and material settings of a bunch of common props that were standing out or looked weird in certain lightning conditions. Made a lot of them slightly darker to blend better in interiors. This mostly affects older props that have lighter diffuse than recent ones.
Changed the layers of light meshes inside the arctic lab modules
Added dimming volumes to dome radar
Scene2Prefab
Changed the layer of the light meshes above doors to Default to minimize cubemap issues when entering interiors
Scene2Prefab