704 Commits over 3,776 Days - 0.01cph!
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.
Compound lighting turns off properly during daytime.
Compound s2p.
Big rig FX prefab update.
Distance flares less dazzling.
Converted the big rig to the new light LOD system.
Prefab improvements.
Fixed some light fixtures using the wrong ambient sound script.
Distance flares, light occlusion and distance fading into radtown proplight prefabs.
Fixed light DistanceFlares being all the wrong color.
Compound lightig backup.
Maybe RC 1st person flames.
Flame tongue action in first person.
Merge from flamethrower_v2
0.75 sec fade on distant rig lights.
Distance flare GPU instancing.
Rig2 lights turn on and off depending on the time of day.
Light quad imposters to Rig2 lighting prefab.
Cheapo unlit GPU billboard shader.
Related mats.
Rig2: Spotlight cull popping fix.
Rig2: Hero light meshes have very long range visibility.
Rig2: Increased some light cull distances.
Fixed a bunch of light fixture mats not being GPU instanced.
Cleared the old v2 light fixtures folder for merge unfuckery.
Temporary hat prefab revert because it was saved on a wrong unity version. Warning galore.
FX for the Clatter helmet, and fixed the typo in its description.
It helps to include the spawn files.
Less absurd ore spawns on Hapis
Manifest
Coal piles use gravel colliders instead of solid rock
More scene bugs
No-wrapped some light textures
Scene bugzzz
Proper waterfall sounds.
LODs on waterfall PFX.
Heightmap.