userPeturcancel
branchrust_reboot/main/nuclear_missile_silocancel

98 Commits over 59 Days - 0.07cph!

1 Year Ago
Topside lighting mods to facilitate house changes WIP
1 Year Ago
Topside adjustments for the new cabin interior. S2P
1 Year Ago
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1 Year Ago
Fixed bad positioning on the distance flare.
1 Year Ago
Various final fixes.
1 Year Ago
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1 Year Ago
New corridor lighting and some surrounding tweaks to facilitate
1 Year Ago
NV Scientist secondary light additions. Minor related mat tweaks.
1 Year Ago
Fixed NVScientist mask emissive not being like in the cinematic branch. Optimized some texture sizes and params.
2 Years Ago
Fixed missing fire damage and heat triggers. NMS S2P
2 Years Ago
Tweaks to the underground lighting. New worklight fixture to further highlight the warhead + surrounding tweaks. Disabled all light occludees because cull volumes handle it. Blanket increased light LOD distances also because the cull volumes will handle that.
2 Years Ago
Reworked button house to have a new worklight providing focus on the hatch button
2 Years Ago
Zeroed prefab coords because OCD
2 Years Ago
Worklight_single prefab setup
2 Years Ago
Lighting prefab backup
2 Years Ago
Tweaks to the worklight emissive. Texture optimizations.
2 Years Ago
Final'ish sans new worklights.
2 Years Ago
Fixes. 1 less shadow caster.
2 Years Ago
Topside prefab backup
2 Years Ago
S2P's the WIP lights
2 Years Ago
Prefab backup
2 Years Ago
Small lighting prefab fix.
2 Years Ago
Warhead area lighting tweaks. Warhead emissive wrap clamped against MIP bleed. Tweak on warhead material emissive and AO params. Texture size optimizations.
2 Years Ago
Unlinked some fluor lights from the prefab because they are all so custom anyway and I want to fiddle with the base prefabs later without breaking this stuff.
2 Years Ago
Remaining lighting prefab tweaks from the list. Adjusted LOD distances with future cull volumes in mind.
2 Years Ago
Fixed file_cabinet_b's broken shadow proxy.
2 Years Ago
Prefab backup
2 Years Ago
pallet_boxes_b uses the backface culled material variant instead of being rendered twice
2 Years Ago
Prefab backup
2 Years Ago
Lighting tweaks WIP & related mats & post profile.
2 Years Ago
Potted_plant_a uses its textures for shadows. Untextured polygonal shadows looked a bit silly.
2 Years Ago
Applied the lighting prefab to the scene. Moved some pipes that were clipping.
2 Years Ago
Finished relighting, sans final LOD distance pass.
2 Years Ago
Lighting prefab backup
2 Years Ago
Potplant material tweak. Uses foliage SSS.
2 Years Ago
Lighting progress
2 Years Ago
Lighting prefab progress
2 Years Ago
Applied a no backface cull material to this.
2 Years Ago
Actually, just made a nobackface material variant and applied to the boxes. Backfaces probably rendered for a reason somewhere.
2 Years Ago
Turned on backface culling on this material to fix bad black glitching on our cardboard box piles.
2 Years Ago
Use LOD1 instead of 2 for shadows. Was badly glitching.
2 Years Ago
Lighting prefab backup
2 Years Ago
Fixed locker_a shadow proxy not having a mesh assigned, and thus never casting any shadows anywhere.
2 Years Ago
Last region WIP
2 Years Ago
Fixes. Emissive mat tweaks.
2 Years Ago
Finalized silo. Related prefab tweaks.
2 Years Ago
Silo area WIP. Related prefab tweaks.
2 Years Ago
Volumetric truncated radius clipping fix.
2 Years Ago
Finalized another sector
2 Years Ago
Lighting prefab backup