5,698 Commits over 3,776 Days - 0.06cph!
Further ground foliage tone tweaks.
Mip coverage tweaks on tree billboards to mitigate some of the blocky look.
Various ground foliage tone/brightness tests for mesh+terrain consistency & contrast.
Smoothed biome temperature curves so that temp no longer briefly dips right before it starts to rise.
Adjustments to aerial density for the new grading. Less hazy at a distance.
Lowered it at night too. Makes anti-gamma range a little better.
Made it not loop indefinitely.
Ported the ammo models from the other branch.
3rd person reload FX with new IK fixer.
Texture optimization & sRGB.
Adjusted muzzle pos.
Iterated on FX.
Manifest.
Fixed Patrol Heli tracer visibility.
Fuzzed the backend/origin of the side blast flipbook.
Fixed HCR attack prefab reference.
Iterated on attack.
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HCR attack prefab & related files.
HCRevolver uses local FX folder.
Fixed muzzle origin offset.
Temp working files & scene.
Added ParticleSystemPostIK + some temp files
Quick optimization pass on tree-impact FX.
No longer taxes CPU on needless flake collisions etc.
Related material tweaks.
Moon size increased a further 0.1, to get it precisely equal to the Sun's size. The game is good now.
Slightly tweaked weather ratios for the updated types.
Storm tweaks (missing ambient dimming script feature, so lighting too bright atm)
More weather fixes/tweaks.
Weather profile iteration.
Ocean surface reflection tweaks for better sunsets.
Godray tweaks.
Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
Sky day cycle color iteration;
Smoother sunsets with improved volumetrics.
Milder twilight clouds.
Better night clouds.
Less sun color banding.
Etc.
Also related climate tweaks.
Log pile AO doesn't go pure black in the middle.
Testing less washed out color grading. More oldschool.
Bubble in-motion fixes.
Work prefab cleanup.
Adjusted screen albedo texture for better contrast in different lighting conditions.
This file was supposed to be on this branch.
Underwater shimmer mat tweaks.
Underwater FX.
Saved buncha VRAM on our bubble mat.
Fixed timings on reload animation FX call.
Iterated on FX.
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
Ammo model texture setting pass.
Optimized texel sizes down to be more consistent with the weapons.
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader.
Updated the lighting on C4.
Explosion related WIP backup.
Experiments with new offset script feature.
Optimized some texture settings.
Reload FX.
Moved port coords for reload FX.
Adjusted IO counter to look better.
Should also be converted to TMP SDF to look less blocky.
Possible improvement for the superscaled impact sparks.
Temporarily removed explosion blur to error fix.