branchrust_reboot/main/hdrpcancel
586 Commits over 427 Days - 0.06cph!
Updated trainyard volumes & lighting, and fixed new cliffs clipping into things.
+ S2P.
Sphere tank & supermarket + s2p
S2P'd big sewers again just in case
Puzzle 'simplelight' HDRP light fixes.
Sat dish monument fixes.
Sewer branch fixes.
Moved sewer branch puzzle into lighting group to merge proof the custom stuff there
Fixed new cliffs clipping into underground areas in sewer branch
Renamed for /main consistency
Powerplant invisible light fix
Airfield fixes & related mats/prefabs
Filled vats use translucency shading + adjusted FX for it
Lantern fix again
Scene changes apparently
Nixed some deprecated scripts.
Miltun: Various bug fixes and iterations. Converted env FX. Scene2Prefab.
Reworked military tunnels for new style interior volumes
Smarter way to do interior density volumes WIP
Remaining military tunnels & related files
Military tunnels & related WIP.
Lighthouses, junkyard & related mats & prefabs.
Harbor 1 & 2 fixes.
Related materials.
Puzzle spotlight prefab fix.
Also few unsaved files apparently.
Gas station fixes & related files.
Remaining Compound issues.
Music stage conversion.
Tube light unity change fixes.
Related materials.
Compound fixes & related files
Remaining bandit fixes.
Lighting prefab rebake.
Electricity arc effect conversion.
Fixes & improved ground fog
Fixed broken cabins.
Candle mat.
Iterated on Dredge & fixed its broken ambients
Max punctual lights tweak
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Bandit town regression fix WIP
Prefab/mat merge fixes
Fixed airfield regression & related prefabs.
Fixed merge degradation on these prefabs.
Fixed launch site degradation + s2p
Fixed degradation in modular bunker prefabs.
Various hit FX iterations.
Added more bespoke effects for certain material/attack combos.
Material improvements.
Bespoke Slash/blunt vfx progress
More melee stuff.
Manifest & scene backup.
Melee impact effects WIP
Better metal impact base
Full physicsmaterial farm for effects testing.
Updated some attack VFX that I missed.
All bullet attack VFX use the nested prefab format.
Manifest.
Refactored all attack impact effects into a nested prefab format.
Iterated all new impact effects for the new Lit Particle shader features.
Unified nested attack and collision VFX prefabs into a master folder for ease of iteration.
Various effect & material tweakeroos
New blood & water effects
Even more effects file cleanups & naming consistency improvs.