branchrust_reboot/main/world_update_2cancel
29 Commits over 61 Days - 0.02cph!
merge from flashlightfixes
Merge from underwaterlights (max depth darkness toned down)
Merge from underwaterlights
Merge from underwaterlights
Merge from Frontier_HighCaliberRevolver
Lightning cloud daytime fix.
Aurora & lightning iteration +optimization.
Improved rain visuals immensely.
Merge from /naturetonetests:
-Very mild ground_plants, mushroom, hemp and potato mat tweaks for color consistency & harmony.
-Optimized wood piles
-Adjusted some tree MIPs for a less blocky look from a distance.
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.
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.
Radtown S2P:
Fixed an odd looking hotspot in the flickering fluorescent.
Radtown S2P:
Distance flare range adjustments.
Radtown S2P:
Some lights stay on 24/7
Fixed script incompability breaking the fluorescent emissive material flicker
Radtown S2P:
Fixed flickering light in main garage behaving weirdly.
Fixed a few inverted trigger volumes causing various weirdness with FX/Lighting.
Fixed the main fire shadow light teleporting to the middle of the radtown at runtime.
Fixed lobby fire not having sound and damage triggers.
Fixed wall clipped flickering at two rad barrels.
Tweaked some PFX LOD distances.