5,836 Commits over 3,837 Days - 0.06cph!
Oversized bullethole texture fix.
Backup commit. (Blunt & slash impact effects.)
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.
Tweaked some highpass ground textures for stronger blacks.
Fixed impact FX orientation
Getting the test branch up to date.
4x bullet impact effects on 3 material types. Previews added to TestLevel.
Forest ground texture no longer gives me eye cancer.
Tiny ambient light and aurora tweaks.
Small tree 4-1 texture fix.
Lots of rocks. Mushrooms. Some bullet impact effects (not assigned yet). Auroras temporarily everywhere, because why not.
Forest types 3, 4, 5, 6, 7 with billboards.
Wood/metal/concrete bullet impact effects.
Backup commit for material FX.
Merge to switch branches.
Material impact FX progress backup
Bulletholes for wood, concrete and metal. Includes a parallax shader. Also, rough impact fx progress.
Fixed a tree branch, and added AM to arctic camera.
Go home, grass_puff_1_.tga
Scene stuff for Bill, and started some impact effects.
LUT for the northern tundra.
Tiny wolf fur tweak, mushroom prefabs, fixed cliff shader detail textures.
Missing mushrooms, some grass stuff.
Killing sneaky zombie files.
Massive nature file restructuring and cleaning. Some new minor nature props.
Auroras that suck less, and lots of little northern scene stuff.
Scene stuff. More snow rocks.
Scene stuff. Splitting rocks into snow & no snow.
Tweaked the sky, and fixed a campfire material.
Updated the overlays snow.
Scene stuff and placeholder cliffs
More snowy biome stuff. Fixed the rock shader lighting formula.
Tiny test scene for Diogo
Finally some pine trees that don't suck, jesus.