6,803 Commits over 4,294 Days - 0.07cph!
Tweaked the tropical texture atlas source files to solve the puddle issue.
Various stuff.
Splat backup.
Biome experiments / backup
Various tundra/arctic biome edits and experiments.
Fixed the cannon attack so that the surrounding smoke around the cannon is properly aligned.
Wick improvements.
Screen shake tweaks on attack.
Wick prefab consistency fixes
Cannon firing and fuse FX tweaks (needs the 300% fuse burn fix to behave properly)
Higher res fuse sparks for 1st person purposes.
Cannon fuse hole is actually a black hole.
Merge from naval_update (spawn fixes for island cannons for testing)
Material tweak to suppress the puddle effect on the deep sea islands.
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Fixed a regression in the PT boat emission.
Cargo plane anti collision light changed into a simpler, smaller strobe, so that it isn't potentially the heaviest thing in the game to render anymore.
Fixed signal computer flare trigger.
Signal computer hums, and also does a little beep when ready to transmit.
Cannonball textures from 5.3mb to 0.6mb.
Screen overlay shift to be compatible with the floating point precision in deep sea. Fixes computer screen tearing.
Reserved flag fix (7 to 8 for flare)
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Signal computer mesh read/write for col.
Flying cannonballs don't smoke like an old diesel engine.
Gave them a air streak instead.
Blacked out the inside of the crate, so that it doesn't bleed bright white sand through the AO'd inside walls.
Modified the cannon spawn prefab so you don't get stuck in the cannon at a certain angle.
extremely important cannonball ammo icon shadow fix
Fixed LOD distance issues on docks B and C
Fixed missing aerial collider.
Fixed collider issues on signal computer
Signal flare piggyback's off of the strobe light, and fires once when the computer is active.
Small beaufort reflection tweaks for deep sea.
Small display lighting tweak.
Signal computer improvements, part 1.
Final tweaks for the ambient black crush fix.
Paintball projectile is its own thing instead of a glowing tracer. (Needs tinting in code)
6 million microadjustments to the sky/weather to compensate for the black crush fix.
Regraded everything for the changes.
End result is less crushed darks.
"Closing Soon" state for the indicator buoy.
Paintball decal color tweaks.
Paintable reactive target head uses a new capsule collider instead of a box, for better orientation of FX.
Also uses Metal instead of MetalBell physics material. Fixes impacts.
Full set of paintball splat decals & related files.
Bulb material consistency
Enable FX for lit frames & related files.