714 Commits over 4,049 Days - 0.01cph!
Blood water fx tweaks.
Only renders underwater.
Submarine headlight flare & volumetric improvements
Reworked lighting in all train tunnel entrance bunker modules to fix wall bleed and other issues
Further improvements for the hurt filter
Larger, milder noise for the radiation effect until we get the proper noise effect in.
Various tweaks to arid & temp biome grading for blue cast mitigation in the shade.
Small sky dome tweaks for the above.
Hurt overlay vignette fix
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Possible fix for the hurt overlay being excessively blinding at certain facing and lighting conditions
Fixed crazy massive bug with the wire tool texture
Basic neutral post profile for use in underground areas with the new stack
Slightly milder color temp gradiation across biomes
Crane LOD distance tweaks.
Fixed on/off states for new lightgroups
Magnetcrane flare changes
Fixed it better with particle play/stop instead of gameobject sillyness
Fixed the magnetcrane exhaust bind
Magnetcrane: Disabled the always-on reversing light for now
Applied light prefabs to Crane, and broke its exhaust effect binding
Fixed refract mat having a yellow tint
Testing 3001 render queue on magnet crane greenhouse glass, might(!) work better
PFX scene file
PFX scene.
Crane Lightgroups & FX prefabs.
Hapis:
Fixed wrong layer on some cliffs and sloped sewer walls.
Removed that one broken road mini-monument that came back from the dead.
Fixed wrong offset on gambling wheel chair triggers.
Adjusted the NoBuild zone for the eastern lighthouse to encapsulate the parking area as well.
Fixed some floating ceiling lights caused by a small dimension mismatch between LOD meshes
Fixed light position offset in Bandit Town + s2p
merge from card games (light fixtures & related files)
Train friction sparks FX into a basic prefab until we implement it.
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Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
Hapis: Fixed falling through terrain and into the southern tunnel.
Fixed that one noob-swallowing terrain trigger near the convoy mine.
Enabled missing red keycard compound in the north
Fix for Hapius Military Tunnel CullVolume NRE
Hapis: Various LOD improvements, especially on key cliffs and landmarks.
Too many other fixes to count (Thanks for all the bug reports!)
Added Airwolf back into Hapis
Also beware Hapis dumpster divers: Junkyard piles are hella radioactive now.
Buncha other tweaks.
Hapis river flows downstream again. Next-gen.
More topological improvements and minor fixes.
Fixed duplicated map label
More tweaks based on feedback (thanks for all the lists!)
Surgery on mil tuns to see if that fixes map crash
Fixed floating point issue with roads causing them to washboard
Fixed some sewer entrances being cluttered with rocks
Praise the lord it runs again
Splat clearing texture bug fixery
More buglist & full bake with everything
Miltuns enabled sans AI as a debug test
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Another batch of Hapis fixes