7,579 Commits over 3,623 Days - 0.09cph!
Backporting new effects from HDRP - WIP
Train friction sparks FX into a basic prefab until we implement it.
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Topo mask changes to fix some fields that weren't receiving all field spawns
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
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Workcart interior dashboard indicators & damage effects.
Workcart decals are alpha clipped instead of blended, because of artifacts when you shine dynamic lights at them in certain ways.
PFX Scene backup (Workcart effects + interior dash stuff) & related files
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Reworked Workcart lighting
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Slots emissive effect 2/2
Reworking slot machine mats/textures to support emissive 1/2
Slot machine effects, light tweaks & texture optimizations
More bespoke puzzle things.
Two new red keycard locations.
Inner Site C keycarded.
Slightly lower saturation on FluorescentLightCold.mat
Site C lighting and minor layout tweaks
Fixed spotlight warm prefab actually having a cool light (?)
Scene backup & new light prefab
Glass mat change nudged back a bit
Cherrypicking AmbientLightLOD bugfix
Testing tad lower opacity on glass.mat for light/shadowing purposes
Lighting/monument things backup
Scene Backup / exterior lighting
Lighting & roadsides backup
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Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
Hapis: Fixed falling through terrain and into the southern tunnel.
Fixed that one noob-swallowing terrain trigger near the convoy mine.
Enabled missing red keycard compound in the north
Fix for Hapius Military Tunnel CullVolume NRE
Hapis: Various LOD improvements, especially on key cliffs and landmarks.
Too many other fixes to count (Thanks for all the bug reports!)
Added Airwolf back into Hapis
Also beware Hapis dumpster divers: Junkyard piles are hella radioactive now.
Buncha other tweaks.
Hapis river flows downstream again. Next-gen.
More topological improvements and minor fixes.
Fixed duplicated map label
More tweaks based on feedback (thanks for all the lists!)
Surgery on mil tuns to see if that fixes map crash
Fixed floating point issue with roads causing them to washboard
Fixed some sewer entrances being cluttered with rocks
Praise the lord it runs again
Splat clearing texture bug fixery
More buglist & full bake with everything
Miltuns enabled sans AI as a debug test