6,762 Commits over 4,263 Days - 0.07cph!
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
6 million microadjustments to the sky/weather to compensate for the black crush fix.
Regraded everything for the changes.
End result is less crushed darks.
"Closing Soon" state for the indicator buoy.
Paintball decal color tweaks.
Paintable reactive target head uses a new capsule collider instead of a box, for better orientation of FX.
Also uses Metal instead of MetalBell physics material. Fixes impacts.
Full set of paintball splat decals & related files.
Bulb material consistency
Enable FX for lit frames & related files.
Unlit bulb mesh cull distance from 100 to 20.
Adjusted the lightbulb material.
Paintball decal overhaul (backup commit for a different task, ignore oddities for now)
Red paintballs made orange
Yellow paintballs shifted to maintain spectral spread
Paintball splats & colours.
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Impact splat colours vertex driven, so that we don't need a ton of mats.
Paintball FX files
Work scene backup
Replaced deep sea Gatorade® with Ocean Water. (Not final)
Revert TOD change for branch placement.
Shifted some curves around to make the new TOD cycle 80 minutes instead of 60.
Night time stays at approximately the same 10.
Merge from /tropicalocean/
Deep Sea ocean iteration, and post tweaks.
Merge in error spam scene fix.
Underrwater breath bubble improvements. No longer fixed above your head no matter how you move.
Deep sea ocean color tweaks.
Fixed ocean fogging radically changing when approaching the ocean surface.
Various more deep sea ocean tweaks.
Reverted missing imposter fix on a couple of palm variants. Both tropical and desert. (It was intentional)
Undeleted their materials.
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands.
No longer clips through the base plane, with under-world foliage looking all hacky and bad.
Final'ish, sans shore fog code fix.
Migrated deep sea ocean params to new env properties section.
Cherrypicked deep sea ocean feature to test branch.
Iterating on various tropical env params.
Slight absorption tweak on clear clouds (lighter)
Various above surface tropical water improvements.
Tropical post tweaks and deep blue amp test.
Fixed puddle splat issue.
Fixed autospawn issues on island 1.
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Reworked DeepSea buoys to adhere to Flavien's different states.
Made them long distance visible.
Emission texture & mat for the deep sea buoy.
Reworked static ocean buoy so that it doesn't use a shadowed point light with no shadow LOD.
Reworked the now broken oil rig flame. Cheaper. Better.
Hopefully pointing the wrong way like the old one.