726 Commits over 4,322 Days - 0.01cph!
Cherrypicked Caboose window fix.
Maybe fixed the new Tuna Can Lantern candle flame being 3 feet tall in the build(???)
Merge from VFX (Hobos, Candles, Tuna Can Light, BBQ, Molotov ground fire now soft blended.)
Added back the missing window plane
Merge from VFX. (Refreshes both Jacko lanterns, Tuna Can Lamps and Skull Fire Pit)
Nudged the campfire main light hue a few degrees towards yellow.
Hapis: Priority InsideTerrain violation fixes.
Use the campfire as a guide mesh for the cursed cauldron like we used to, because of rotational faff.
Fixed/Updated Cursed Cauldron static variant.
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Merge from VFX (Small furnace)
Merge from vfx (Cursed Cauldron)
Fixed a world space orientation issue on the large furnace flames.
Merge from VFX (New Fireplace, Large Furnace, Campfire lighting & FX)
Fixed a ladder volume that had gone AWOL.
Fixed 3 traffic cones that were terrain diving.
Fixed 3 loot boxes that would sometimes spawn kinda janky looking.
Some last minute polish:
A few splat nudges to fix occasional troublesome autospawn here and there
Fixed a sewer entrance where you'd annoyingly get your movement halted by the concrete curb underneath.
Hapis: Fixed that stubborn Site A sewer terrain violation issue once and for all.
Small Hapis bug fixes:
Lake boundary clipping slightly into Oxum subterrain.
Clutter spawns on a few terrain holes.
One missing ladder volume.
Expanded one terrain alpha hole to maybe fix a semi-potato quality issue.
Fixed HapisRoadsSplit not having read/write
Refactored the Hapis road network mesh:
Fixes collisions once and for all. No sinking through anywhere. Smoother driving.
100x better terrain adherence.
Fixed a floating box spawner Jakob found.
Made rock_formation_small read/writable, since a lower LOD mesh inside of it is sometimes used as a colmesh where the dedicated _COL was too inaccurate.
Reinforced fix for gliff gap #16
Hotfixed newly discovered cliff gap #25.
Fixed molotov_w 3rd person model always burning up close up when held.
Pushed LODs on it slightly outward.
Molotov impact burst FX WIP prefab backup
Added a light source to an airbourne molotov.
Molotov fire trail properly detaches and burns out on impact instead of insta-vanishing.
Iterated on the trail.
Molotov.deployed fire trail while in the air (a bit ghetto atm)
HDR tweak on Molo flames.
Molotov ground flame iteration
Final'ish ground flame prefab
Fixed locomotive ceiling light fixture vanishing when the lights are off.
Train exhaust iteration. Fixes clipping and motion. Denser with a more gradual fade.
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VertexLitBlendedCustom shader soft&near blending not capped at 3.