8,417 Commits over 3,988 Days - 0.09cph!
More obvious difference between medium and high state of charge on battery PFX.
Mild polish on the programmer art electric wire flow overlay.
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.
Laser detector facelift.
SSS improvements.
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.
Ceiling light facelift.
_nobracket variant of the model, so that it doesn't look bolted to mid-air.
Volumetrics vs refraction interference fix.
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!)
Battery FX fix.
Removed all animation from the electric furnace lighting, because it's not a flickering fire.
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.
Adjusted siren light material timings to match the light rotation timings.
Shadow settings configured for upcoming building block shadow proxy changes.
Other polish.
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.
Various polish.
Red/blue siren light SSS profiles.
Updated battery arcs.
Large battery also has visual state arcs like the medium one.
Tesla coil prefab fix.
Removed that entire siren light hierarchy from the tesla coil (lol?)
Switched these back to green power lights.
Culling volumes for lights.
Lighting LOD & bleed optimization.
Godrays from the top of the ziggurat.
Flare texture tweaks.
Lighting update.
Prepped prefab for cull volumes.
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.
Moved bear protection file to the right folder too.
Moved the croc protection file to the correct folder.
MIP stream disable on a buncha bradley/mlrs/codelock static stuff.
Ziggurat lighting prefab WIP
Fixed terminals casting a light when not in use.
Fixed terminals casting a light when not in use.
Redid the large furnace lighting optimizations and flicker fix
MIP tweaks & texture size optimizations
Tested turning off MIP streaming on the base atlas.
Subtle hue difference in the eye reflection of a panther vs a tiger.
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)
Attack VFX (Not using IK script for now because script bug.)
Trail ready for mirrored orientation.