693 Commits over 3,623 Days - 0.01cph!
RainFoggy/RainClear reworked into RainHeavy/RainMild
Removed noise generator from old snow for perf.
Nixed X offset on snow emission
Rain impact improvements.
More voluptous mild snowfall.
Snowflakes stop rotating on impact.
Lightning cloud highlight texture set to high quality.
Fog multiplier in climate.prefab
Weather profiles (WIP)
Tweaked base sky twilight cloud color to be slightly less orange
Sun mesh brightness up a bit for fog compatibility
Stormy rain offset through walls bug fix.
Tweaks to night cloud & fog density.
Disabled two of the tiny billboarded clouds because their density is most whack in certain scenarios.
Better stormy rain. Slight emission offset to compensate for horizontal movements
Stormy rain params.
Stripped noise generation out of rain for emitter perf.
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Fixed some assets that were creating useless mats on fresh lib.
Milder bandit town fog.
Tuna light shadows using more forgiving settings, less prone to bugging out on certain assets.
Bandit town lamp post prefabs have a milder glow. Tweaked falloff on their distance flares.
Bandit town S2P.
Added two more backup light boxes to raise disabled visibility from the outside.
Trying automatic culling mode on exhaust vfx to maybe fix the spritesheet animation occasionally glitching out.
S2P excavator
Fixed trigger issue on engine exhaust.
Fixed particle+volumetric sorting glitches.
Engine exhaust vfx.
S2P Excavator.
10% more player velocity on belts.
Engine room strobe perf optimization & wall bleed fixes.
Building ambient dimmers in the engine room.
Merge from excavator_fixes
Horse ragdoll doesn't wrap around itself.
Horse materials GPU instanced.
Ragdoll scene.
Disabled 'dynamic' on weapon VFX Particle System Cull scripts.
3rd person IK fix on world muzzle vfx.
Full ADS core billboard hide.
Rifle cartridges don't motion blur.
Cleanup.
Rifle ADS setting test.
Cleanup.
Muzzleflash hue tweak.
3x3 muzzle billboard atlas can be a bit smaller too.
Pistol tweaks.
M92 doesn't have the crude powder effect.
Fixed the M39 attack_ADS animation not calling a shell ejection event.
Bandit town fog:
Half as saturated, slightly more brownish.
Less bright at twilight.
175 render distance.
Merge from cave_large_sewers
Cloning vat fx mat uses a new fresnel feature.
Cleaned redundant files.
Snowball has subsurface scattering and uses half the texture memory.