735 Commits over 4,353 Days - 0.01cph!
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.
Arctic biome test scene base.
Textures and meshes for footprints.
Forest type 3 tree prefabs, with basic LODs for performance testing.
Better spec on drydirt, forestground, grass and rockdark ground textures.
Missing spec on ground textures.
Asked the dead grass to kindly stop reflecting so much light.
Updated the entire Trees2 folder
Water now reflects the sunlight. Terrain reflection tweaked too.
62 trillion brand new strands of grass. Replaces the old grass.
Fixed missing alphas on ground textures.
Tweaked the sky, and fixed a campfire material.
Forest types 3, 4, 5, 6, 7 with billboards.
Lots of rocks. Mushrooms. Some bullet impact effects (not assigned yet). Auroras temporarily everywhere, because why not.
Small tree 4-1 texture fix.
Tiny ambient light and aurora tweaks.
Forest ground texture no longer gives me eye cancer.
4x bullet impact effects on 3 material types. Previews added to TestLevel.
Fixed impact FX orientation
Tweaked some highpass ground textures for stronger blacks.
More randomization on impact effects. Larger impact plumes, for greater long distance visibility. Aurora shader changed; Now bi-colored, and slightly more dynamic. Minor TOD tweaks.
Oversized bullethole texture fix.
Blunt/slash/bullet impact effects for wood/metal/concrete. Cleaned up obsolete mats. Modified the spark shader so that it pops more (HDR). Added a bad temporary grass impact effect. Cleaned up the impact clutter from TestLevel.