6,298 Commits over 4,444 Days - 0.06cph!
Finalized powerplant base lighting.
Powerplant exterior updates.
Fixed this mat being emissive on abandoned static env assets.
Powerline indicator states, electrical FX, LODs & distance glow.
Added active FX, sounds and env volume to the pipe hole.
Enabled/Disabled states for freezer
Freezer fx tweaks & cleanup
Fixed streetlight volumetrics hue not propagating.
Pop fix.
S2P.
Occlusion tweaks & shadow priority improvements.
Removed distance flares from basement assets.
S2P
Final light tweaks & polish fixes.
S2P.
Market lighting tweaks for the changed layout.
Fixed some conduits that didn't line up to light fixtures anymore.
Lighting prefab improvements.
Tweaked various prop LOD distances that were popping in the corridors and lobby
More fixes & polish.
S2P.
Lighting on its own dedicated culling volumes instead of with furniture.
Lighting cullers progress.
Migrating main building commons lighting into its own culler system, part 1 (WIP)
Fixed apartment door numbers
Recovered layer settings in large apartment.
Fixed door lighting issue.
Fixed elevator floor nr consistency
Changed one decal slice to match the apt numbers.
Basement apt numbers WIP.
Fixed basement apt doors having a see-thru gap.
Medium apt labels & related corridor lighting tweaks.
Apt. door lighting fixes part 2
Fixing poorly lit apartment doors, part 1
All apartments are 3 digit numbered.
TMP stuff in the apartments applied to prefabs.
Related files.
Mailbox tweaks in core
Small scene lighting stuff
Streetlight surroundings improvements.
Removed some dupes in street lights
Migrated floor lighting into existing culling volumes