userPeturcancel

8,417 Commits over 3,988 Days - 0.09cph!

Yesterday
More obvious difference between medium and high state of charge on battery PFX.
Yesterday
Mild polish on the programmer art electric wire flow overlay.
3 Days Ago
Merge from main
3 Days Ago
IO wire color value overhaul. No longer break PBR rules by having pitch black albedo or 255'd colors etc. Updated the base albedo and normal map. Looks better.
4 Days Ago
Laser detector facelift. SSS improvements.
4 Days Ago
Conveyor performance optimization: - Indicator light activity cull distance changed from 20 to 10. - Changed EntityFlag_Toggle to just Play/Pause instead of toggling the entire game objects on and off.
5 Days Ago
Ceiling light facelift. _nobracket variant of the model, so that it doesn't look bolted to mid-air. Volumetrics vs refraction interference fix.
5 Days Ago
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!) Battery FX fix.
5 Days Ago
Simplelight polish WIP.
5 Days Ago
▊▄▋▋▌ █▉▊▉
5 Days Ago
Removed all animation from the electric furnace lighting, because it's not a flickering fire.
5 Days Ago
Exhaust tweak.
5 Days Ago
Various polish & fixes.
5 Days Ago
Added an optional secondary light to EmissionBlink (behind a default off bool) Adjusted the seismic sensor to use it, so that it can emit bounce.
5 Days Ago
Adjusted siren light material timings to match the light rotation timings. Shadow settings configured for upcoming building block shadow proxy changes. Other polish.
5 Days Ago
Seismic detector: Fixed blinker emission script. Blue sirenlight: Fixed light defaulting on after moving out and into cull range again. Red sirenlight: Fixed shadow glitch.. maybe. Electric heater: Heat shimmer outline improvement. Electric furnace: Fixed LightEx making the cookie light too strong. Small generator: Pulsed the exhaust because 1 cyl engine.
6 Days Ago
Various polish. Red/blue siren light SSS profiles.
6 Days Ago
Test setup
6 Days Ago
Updated battery arcs. Large battery also has visual state arcs like the medium one.
6 Days Ago
Tesla coil prefab fix. Removed that entire siren light hierarchy from the tesla coil (lol?)
6 Days Ago
Merge fix 2/2
6 Days Ago
Merge fix 1/2
6 Days Ago
Switched these back to green power lights.
6 Days Ago
Merge from main
9 Days Ago
Culling volumes for lights. Lighting LOD & bleed optimization.
9 Days Ago
Looping iteration.
9 Days Ago
Godrays from the top of the ziggurat. Flare texture tweaks. Lighting update.
10 Days Ago
Prepped prefab for cull volumes.
10 Days Ago
Added night eye FX to crocs, wolves (disabled until code) Moved tiger protection file to the right folder. Adjusted night eye color on the different species to be a little different.
10 Days Ago
Moved bear protection file to the right folder too.
10 Days Ago
Moved the croc protection file to the correct folder.
12 Days Ago
Clean fix
12 Days Ago
▋▇ ▌▍ ▅▍▋▋▄▍.
12 Days Ago
Lighting progress
13 Days Ago
MIP stream disable on a buncha bradley/mlrs/codelock static stuff.
13 Days Ago
Ziggurat lighting prefab WIP
13 Days Ago
Fixed terminals casting a light when not in use.
13 Days Ago
Fixed terminals casting a light when not in use.
13 Days Ago
Redid the large furnace lighting optimizations and flicker fix
14 Days Ago
MIP tweaks & texture size optimizations
14 Days Ago
Tested turning off MIP streaming on the base atlas.
14 Days Ago
Subtle hue difference in the eye reflection of a panther vs a tiger.
17 Days Ago
Jungle river overrides.
17 Days Ago
Enabled GPU instancing.
17 Days Ago
First pass of jungle color grade (not applied, needs a script amendment) Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
19 Days Ago
Attack VFX (Not using IK script for now because script bug.)
20 Days Ago
Moved to /effects
20 Days Ago
Trail ready for mirrored orientation.
20 Days Ago
Fresnel opacity.