8,093 Commits over 3,867 Days - 0.09cph!
Cherrypick from the smoothstep
Reverse fresnel stuff for Dayaan
Fixed car shredder in the junkyard using a borked shadow proxy.
Junkyard S2P
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/
(MeshLOD removal.)
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility.
Probably wasn't even worth the CPU overhead anyway.
Renamed back to testbulb in case it is hardcoded somewhere or not updating with manifest or whatever.
Minor emission consistency tweak between the two variants.
Brightness scaling material fix.
Naming cleanup.
Finalized update.
Texture optimization.
Fixed some old textures taking too much ram.
Various bulb improvements.
Added an LOD1. (MeshLOD)
More CPR on the ancient christmas lights and their weirdo shader.
Test save for Dayaan.
Lighting prefab with full color palette.
Finalized ammo additives.
Slightly tweaked M39 exhaust fumes because they seemed regressed.
Disabled the animation from HitGuide because DepthBuffer limitations, hashtag sadface.
Fluffed up the hit marker. (Kinda needs soft blend tho)
Minor mat tweaks for other TODs
Optimized the crap outta these texture parameters.
Did something minor to the prefab that I already forgot what was.
Cold fume timings.
Organized files & moved only those that we use out of the test_material folder.
Subsurface tweaks & slight shifting around to make the block>base transition less seamy.
Moved SSS profile to the Iceblock folder.
LOD tweak.
Shadow proxy setup to mitigate TOD flickering.
Added BindRendererBounds for SSS
Ice material tweak
Sculpture ambient fx & impacts.
Tweaked SSS & optimized texture sizes/settings.
Underwater visibility increase.
Fixed T1 shell ejection not working.
Fireball light animation tuning
Applied Ian's zero rotation script tweak.
Updating all other fireballs progress.
Updated flashbang for new scripts.
Explosive ammo WIP.
FX offset fixes.
Ember iteration for more punch.
Fixed impact surface normal orientation.
Unique explosion for HV rockets vs regular.
HV rocket engines burn richer/darker smoke than regulars.