6,441 Commits over 4,141 Days - 0.06cph!
▄▋▍▄▍▄ ▆▉▅▋ █▄█ ▇▇▆▅▆▋▉▅▋ ▇▊▉▆▇▊▍▅ ▇▅▍▊
Post tweaks for text contrast
Adjusted cockpit interior lights to match the final gun camera look
AH post grading WIP
Underlying material tweaks
Curved screen mesh for the camera render target
Recovered old dash lights
Added FX/Lighting prefab to AH
Ground effect tweaks.
Cockpit damage lights for better pilot feedback.
Tweaks to mats/textures for upcoming better gunner's screen integration.
Finalizing prefab / scene backup
Damage flames & smoke get fanned and increase in volume & intensity with movement.
Further spawn-over-distance polish
Optimized & polished the ground blast effect.
Box filtering for less light bleed.
Cockpit_Em texture tweak for the gun turret.
Reworked cockpit damage FX to not need collision planes.
Motion inheritance progress
Mat vertex displacement fix
In flight emission-over-time damage stuff WIP
Iteration on engine & lighting.
Scene backup.
FX meshes & related files.
More turbine & damage stuff.
Related materials.
Scene backup.
Mat tweaks for turbine FX.
Scene backup.
Various material & texture params and tweaks.
Emissive texture.
Scene backup.
Bespoke tuning for Procmap's shore gradient.
Texture levels & mat tweaks.
Testlevel properly coast splatted
Foam composite
Pre-levels checkpoint for foam
Scene setup for water FX.
Blunt variants.
Naming consistencies.
Improved mag drop concept file for later.
Replaced placeholder FX on Crafter
Conveyor interface lighting
Changed some industrial textures to faciliate new lights.
Fixed Conveyor model not using the metallic texture.
Reworked lights on the industrial crafter
Event light test group for the Storage Adapter
Bunch of various texture optimization & related mats.
Final'ish bullet parameters for all physicsmats.
Additive explosive WIP.
Related mat tweaks.
Iterated on stone&glass impacts for the new meshes.
Scene backup
Glass shard gib subemitter replacement and sinking logic
Revised wood impacts using the new meshes.