6,280 Commits over 4,414 Days - 0.06cph!
Slightly brighter underwater visibility.
merge from particle-fade-mod
Merge from particle-fade-mod
Readied for the new screenspace features.
Converted small streaks to 6P shading
Medium core is 6P shaded
Atlas iteration
New smaller mushroom atlas for better M/L difference
Finally a rolling smoke atlas that isn't garbage.
Scene backup.
Lingering smoke atlas with termination baked in, probably better than all this shader fuckery.
Atlas tweaks & particle system iteration
Finalized enabled prefab with lightex, sound loop, LODs and minor iterations.
Final torchholder enabled state.
Blue bottomed atlas variant.
Torch flame & related files.
Sorted duplicate ember files from a prior messy merge.
Large explosion stuff & temp working files.
Merge from post-radial-blur
XL ground kickup experiment working files & scene backup
Progress.
Secondary atlas files & naming consistency.
Secondary spritesheet files
cctv_manpad added (missing file)
cctv_manpad profile added
First draft of the launcher digital display, prefabbed like the AH cam.
Fixed mesh compression issues.
NVG overlay mask properly round instead of having four pinched corners.
Manpad rocket uses the new model and airburst explosion.
Further tweaks.
Moved the main rocket out of the launch group, which was causing premature FX killing on the Manpad rocket.
Drag adjustments for the updated lifetime.
Unparent on destroy timing fixes.
Regular rocket smoke lifetime tweaks.
Regular rockets engines don't cut out at its parabolic apex anymore, but keep running until the end -- for clarity purposes.
Sliightly darkened the smoke on them.
Manpad rocket trail tweak.
Timing, shader and clarity improvements/fixes for the manpad rocket and firing.
Fixed the unparent fuckery on the launcher attack.
Timing improvements on the rocket engine ignition.