branchrust_reboot/main/vfx_variouscancel
140 Commits over 153 Days - 0.04cph!
Fixed Jacko lanterns interior lights taking 58 minutes to reach full brightness
Temporarily reverted Additive HDR shader to earlier version for merge purposes
Scene backup & related files
GPU instancing on some mats & texture import optimization
Final pikes iteration
Scene backup
Zeroed the prefab because OCD
Facelift and simplifaction for the Skull Spike w/ Candle Lights.
Improved lighting, FX, LightEx and EntityFlagToggle trimmed from 6 entities to 2 with ParticleSystemContainer
Scene backup
Tuna wall light fix
Tuna can light lighting/fx refresh.
Optimized related textures.
Stopped the mesh from creating those blank clutter materials that do nothing.
Tuna can wall light refresh
Fireplace & Skull Fire Pit iteration
Texture optimization
Skull fire pit polish & related files.
Fire Pit mesh overlay & scene backup
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Pumpkin emissive texture tweak
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Furnace FX/Lighting refresh & optimization
Made a more still disabled water surface for the cauldron, instead of having it be a magical perpetual wave machine.
Cleanup.
Cauldron prefab setup & slight mat reflection tweaks on the cauldron itself.
Final polish and tweaks for the Cursed Cauldron refresh, after helpful feedback from Alex
Scene backup.
Cauldron refresh files.
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Merge fix for campfire as the folder moved.
Fixed merge issues with large furnace
Campfire & fireplace prefabs
Refactored large furnace fx to faciliate both instant disable and particlesystemcontainer.stop
New hurtzone if you're monkeying around on the large furnace
Packed into prefab & cleanup
Other mat tweaks.
Scene backup & mat tweaks