6,127 Commits over 3,957 Days - 0.06cph!
Facelifted the blocker family.
Logic gates
Codelock files
Scene backup
HBHF emission polish & light radiation.
Progress / lotsa material and texture performance optimizations.
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Files for deployment zone visualization.
Fixed a few bees briefly escaping from the next jar after a grenade throw.
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Disabled the post processing trigger on the explosive ammo additive prefab.
Fixed docile bees around hives inheriting unwanted nested prefab elements, including that one giant fat bee.
Disabled the spark element on fire additive damage impact FX - until we start using another prefab for players taking open flame damage.
Fix for bee fire damage state.
Added a bee falling down dead subemitter when taking damage.
Fixed orientation issues with the jar impact splatter.
Added honey splat and more directionality.
Removed FX offset because RNG rotation on projectile.
More visibility improvements:
- Forced motion vectors off
- Larger base size, with a strict max screen size: For better mid range visibility.
Dragged out backend fade because screen space scaling.
Min size up +0.0005 for good measure.
Setup the FX for the viewmodel renderer, but left it disabled because a step is missing.
Deployed hide until mobile fix
Bees scaled up a little bit with distance to improve visibility.
Master swarm tweak.
Simplified FX for WM/Entity
Deployed, ent and worldmodel.
Fixed missing outline.
Fixed campfire ignition lag.
Fixed a bunch of shit making the cauldron FX hate the cooking wb.
Cauldron flame no longer flickers.
Cauldron visual meats are now fully submerged for lighting reasons, and you should always fully boil your human meat anyway.
Flame material test for culling bug.
Kettle texture size optimization.
Cooking FX positions/scales for all types of meats.
Reworked cooking smoke so that it exhausts the oven regardless of FX prefab orientation.
Set horizon occlusion on some meats.
Can't remember what I changed in this prefab, but it must have been good.
Tweaks to CookingTable lighting to stop bleed onto the top shelf where food being cooked is now shown.
Fixed the bees occasionally burping fire.
Fixed smoke being rigid.
Bee resolution increased a bit.
Impact with debug gizmo.
Converted 10 of the blunt damage (half) into slash damage because glass shards.
Breaks on contact instead of bouncing off walls with a timer.
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Reworked deployed and worldmodel so that it looks like the viewmodel.
Refined the honey SSS parameters to fix it sometimes glowing too hard in certain lighting conditions.