6,910 Commits over 4,383 Days - 0.07cph!
Fixed some ground slaps on the wrong layer to fix bleed.
Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually.
Hobo barrel prefab tweaks.
More lighting prefab WIP stuff.
Cranked the flicker floor up more.
The ~100hz neon flicker varies a little for each sign type. All use primes for both ints and decs to avoid waveforms ever fully syncing.
Slightly raised the bottom floor of the wave.
Train tunnel light fixture material fixes.
Finalized D.
B fixes.
Scene backup.
Fixed apartment lights having a bunch of unintended culling layers and causing warnings.
Cleaned C and set correct layers.
Shifted a sign for render order purposes.
Lights only at night.
More B fixes.
Refactored stuff for the layer warning.
Neon prefabs to default layer for ref probe purposes.
A, B, C lighting prefabs.
Layer stuff for remaining interior shells.
Scene backup.
Neon signs lighting & mat tweaks.
moved apartment prefab lighting into its own group
Disabled glass refraction
Moved market lighting to its own prefab.
Improved HUD contrast.
Removed the old disabled UI from the prefab.
Tiny tweak on the monitor display to make it reflect better.
Flipped hte UI numbers to align with the min max flip.
Removed debug gizmos from impacts.
Minor polish.
Ammo type ui icons & colour consistency fixes.
Different explosions for HE and Frag.
Fixed parenting issues.
FX debug setup. Alt ammo prefabs.
Fixed launch site terrain
▌▋▆▋▋▅█▉ ▄▍▉▆▄ ▄▊▉▍▌▋▍▍▄▄▌ ▋▋▅▅▉▍▆▋ ▆▋▅▋ ▄▊▉▅
Fixed remaining light fixture issues.
Further fine tuning on the time acceleration curve, even out dusk vs dawn, while keeping night 10 minutes IRL long.