7,083 Commits over 4,506 Days - 0.07cph!
Fixed cargoship lighting regression.
Ghostship exterior rear spotlight lighting is off during daytime.
Elevator lighting and flare glitch fix.
Fixed fluid switch visual feedback being broken at low object detail level.
Added an optional "Align to Local X" bool to Additive Billboard. (Defaults to off)
Lets us have elongated fluorescent distance flares where the fixture is hanging vertically (ie. Floating City lights won't look like a cross)
Tweaked all the relevant light fixture materials to use it where applicable.
Lighting & FX polish.
Hooked up logic to the non-emissive texture entities.
Fixed all the display sprites being uncompressed.
The display is an 80s'esque liquid crystal display like the texture implies.
Asset not relying on emissive textures only anymore (bad for the arm etc)
Moved things into standalone prefabs.
Preemptive decal layer fix before shader is fixed.
S2P.
Fixed remaining ceiling light layers.
S2P.
Apartment render layers.
Fixed shadow proxy issue on kiosks.
Added 2 rendering layers for light exclusion.
Created exclusion rules for the new RP that match the old culling masks.
Fixed wonky spark material offset. (Satchel charge and others...)
State change FX for all the blockers.
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Added pilot flame to 3rd person flamethrower.
Don't rotate with stretch.
Replaced those super expensive hobo barrels spread everywhere in Launch Site with more performant versions.
Relit building A in Launch Site for the control panel update.
Launch site control panel area lighting progress.
LS Office area lighting facelift WIP.
Added generator VFX to the powerplant.
Finalized WTP conditional lighting & fx.
WTP Conditional lighting WIP.
Powered variant of the generator & related files
Tank spinner has a wake and splash effect when active and moving.
WTP Spinner uses a proper base material, to fix waves and opacity.
Power plant lighting issue fixes
PowergridStage indicators are Default instead of World, to fix reflection probe light pollution.
Tank water blend asset + reference materials.
Carving gizmos with an outline and faded shape + related files. Both additifve and subtractive.
Rock sculpture impact fx & related files.
Fixed those gas station fixtures.
Steeper satellite crash terrain overlay, for better hill support.