5,836 Commits over 3,837 Days - 0.06cph!
New FX for lantern because cozy.
Various lantern regression fixes.
Improved lighting from it a little bit.
Tweaked light color a tad, for greater contrast vs flame lights.
Clatter helmet PFX fixes and visual refresh:
-Flame tone adjusted to be more in line with the new fires.
-Improved heat shimmer, which had regressed.
-Performance optimized: No longer relies on noise, less overdraw & LOD tweaks.
-Cleaned a script from the prefab that was doing nothing.
Applied first iteration of attack
Proper new underwater settings RC
Blur method solution test
Fixed MLRS screen map stencil sometimes clipping into the players legs.
Laptop screen emits onto things.
Screen bloom improvements.
Hacking laptop interface improvements
Fixed Hackable Crate keypad looking all fubar.
Improved the indicator light and made it emit onto players.
Fixed blinding button materials in Trainyard.
Made the arrows on the red buttons white for visibility. Could barely read them.
S2P.
Scrap & attack helis use nested rotor wash prefabs as well, for ease of optimization.
Should no longer have the weird rotor wash collision behaviour.
Chinook & Patrol Heli ground wash collision fix & reduced minimum height needed for visual dust spam from 80 > 40 on both.
Moved Chinook wash FX to nested prefab.
Better underwater distance benchmark prefab.
Water visibility distance tweaks & better lighting consistency between goggles and no goggles.
Removed soft blend from mlrs_lightmask to fix the badass looking mlrs blinkers not rendering.
Flamethrower 3rd person center point fix.
Improved flamethrower pilot light look and performance, now lights up a very tiny area around the barrel.
Crossbow & legacy bow fire arrow visual upgrades.
Compound bow 3rd/1st fire arrow updates.
Fire arrow projectile visual revamp
Trimmed the trail renderer from it for performance, since it's covered by smoke trail anyway
Arrow now illuminates a little bit around it mid-flight.
Reworked fire arrows on hunting bow viewmodel
Fixed all hunting bow arrowheads so they don't render on the middle of the arrow shaft in 3rd person.
Reworked the fire arrow flames so that it doesn't bug out and stretch on vehicles.
Also added a tiny light source to it and made it look and perform better.
Occlude underwater rendering.
Screen shake configuration and pooling scripts.
Fixed artifacts on torch flame.
Various fixes / post-merge unfuckery.
Both flamethrowers with viewmodelrenderers and effect parents setup
Remaining throwables w/ script setup
Fixed one of the cake candles getting blown out out when you run far
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Improved military flamethrower jet line coherence, and collision/bounce behaviour
Iterated on visual flame + smoke collision and behaviour