7,083 Commits over 4,506 Days - 0.07cph!
Soundwaves
Nixed fresnel from the emissive for aliasing purposes.
Reworked power pole visual emphasis.
Cleaned up old FX.
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Fixed lighting over time logic.
Upped density of power plant chimney smoke
Fusebox indicators & related files.
Lighting prefab update.
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Cleaned out old ground plane
Sat remains improvements.
Crude pump variant with on/off states.
Powerplant player states.
Various related fixes and improvements.
File cleanup.
Finalized powerplant base lighting.
Powerplant exterior updates.
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Fixed this mat being emissive on abandoned static env assets.
Powerline indicator states, electrical FX, LODs & distance glow.
Added active FX, sounds and env volume to the pipe hole.
Enabled/Disabled states for freezer
Freezer fx tweaks & cleanup
Fixed streetlight volumetrics hue not propagating.
Pop fix.
S2P.
Occlusion tweaks & shadow priority improvements.
Removed distance flares from basement assets.
S2P
Final light tweaks & polish fixes.
S2P.
Market lighting tweaks for the changed layout.
Fixed some conduits that didn't line up to light fixtures anymore.
Lighting prefab improvements.
Tweaked various prop LOD distances that were popping in the corridors and lobby
More fixes & polish.
S2P.
Lighting on its own dedicated culling volumes instead of with furniture.
Lighting cullers progress.
Migrating main building commons lighting into its own culler system, part 1 (WIP)
Fixed apartment door numbers
Recovered layer settings in large apartment.
Fixed door lighting issue.