714 Commits over 4,049 Days - 0.01cph!
Batch 2 of Hapis bugfixes.
Added Phone Booth network to Hapis.
Fixed fridge door magically opening and closing by itself in the lighthouses
Hapis: Fixed swimming under compound bridge
Fixed a bunch of holes and one actual crater
55% less janky waterfall transparency
Fixed offshore spawns creeping into the newly expanded coastline
Fixed river topos
Nixed old floating desert foliage. (New desert cliffs coming soon)
Fixed Compound Sentry Gun multispawns
Possible fix for MilTun server crash
Further defined player spawn parameters so that you don't spawn on secondary islands, or where you need to run far to bypass cliffs
Disabled miltuns again for debug
Hapis: Fixed a bunch of procedural spawn issues, such as Field/Monument masks being blank
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mf hapis2020_releasefixes
Ton of accurate, respawning roadsigns added to the new Hapis road network. (Prefab stored for now.)
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Fixed minor albedo brightness inconsistency between terrain rock splats and mesh rock materials
Tossed these into a bundle
Baked new road network down into mesh assets & applied to scene.
Climate weather chance params.
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.