branchrust_reboot/main/vfx_variouscancel
140 Commits over 153 Days - 0.04cph!
Blunt variants.
Naming consistencies.
Improved mag drop concept file for later.
Final'ish bullet parameters for all physicsmats.
Additive explosive WIP.
Related mat tweaks.
Iterated on stone&glass impacts for the new meshes.
Scene backup
Glass shard gib subemitter replacement and sinking logic
Revised wood impacts using the new meshes.
Metal ore impacts also following the new metal impact sparking behaviour
Added Matt's shrapnel meshes to the effect.
Scene backup
Organized some files in the messy effects folder
Revised metal impacts. Sparking occasionally instead of always.
Setup Matt's improved gib models.
New gib meshes.
Scene backup.
Physicsmat impacts iteration & related files.
"dumb" inner shell & related files
Finally maybe an acceptable top topology for the flame mesh
Flame mesh texture prototype
Pre inner flame cone checkpoint
Some scale hackery to work around the old shader's innate object spaceyness.
Newest shader again for debug
Hobobarrel static & deployed prefab setup and polish.
Flame iteration & scene backup
Floating flame sequence to augment any base fire atlas.
Upwards pointing generic slightly rounded bottom flame atlas. (Hobo barrels)
Added soft blend to the Molotov ground fire, now that the shader bug has been sorted.
BBQ deployed prefab updated with facelifted elements.
Remaining BBQ FX stuff
Iterated on the BBQ emissive texture
New BBQ FX & related meshes/mats
BBQ fire facelift & point-light-killing perf optimization WIP
Updated all candle statics to new FX too.
Updated Candle Sets to the new FX and facelifted their lighting.
Iterated on candle flame FX