7,074 Commits over 4,506 Days - 0.07cph!
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.
Soundwaves
Nixed fresnel from the emissive for aliasing purposes.
Reworked power pole visual emphasis.
Cleaned up old FX.
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Fixed lighting over time logic.
Upped density of power plant chimney smoke
Fusebox indicators & related files.
Lighting prefab update.