7,579 Commits over 3,623 Days - 0.09cph!
Fixed Jacko lanterns interior lights taking 58 minutes to reach full brightness
Temporarily reverted Additive HDR shader to earlier version for merge purposes
Scene backup & related files
GPU instancing on some mats & texture import optimization
Final pikes iteration
Scene backup
Zeroed the prefab because OCD
Facelift and simplifaction for the Skull Spike w/ Candle Lights.
Improved lighting, FX, LightEx and EntityFlagToggle trimmed from 6 entities to 2 with ParticleSystemContainer
Scene backup
Tuna wall light fix
Tuna can light lighting/fx refresh.
Optimized related textures.
Stopped the mesh from creating those blank clutter materials that do nothing.
Tuna can wall light refresh
Cherrypickable material fix for the new tools at low shader level (Changed from Rust Cloth to Rust Standard)
Slight optimization of related import settings.
Fireplace & Skull Fire Pit iteration
Texture optimization
Skull fire pit polish & related files.
Fire Pit mesh overlay & scene backup
Nudged the campfire main light hue a few degrees towards yellow.
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Hapis: Priority InsideTerrain violation fixes.
Use the campfire as a guide mesh for the cursed cauldron like we used to, because of rotational faff.
Fixed/Updated Cursed Cauldron static variant.
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Pumpkin emissive texture tweak
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Merge from VFX (Small furnace)
Furnace FX/Lighting refresh & optimization
Merge from vfx (Cursed Cauldron)
Made a more still disabled water surface for the cauldron, instead of having it be a magical perpetual wave machine.
Cleanup.
Cauldron prefab setup & slight mat reflection tweaks on the cauldron itself.
Final polish and tweaks for the Cursed Cauldron refresh, after helpful feedback from Alex