6,165 Commits over 3,988 Days - 0.06cph!
Flame explosive orientation tweak for code review.
Various post playtest fixes.
Rocket type visual consistency & napalm effect.
Vertex stream unfuckery on the new explosions and streaks.
Texture tweak on engine exhaust
Added close-up engine exhaust FX
Sidegun tweaks.
Component destruction fixes for new explosions.
Explosion post profile & file org.
Ported ExplosionScreenBounceFade
Rocket fire replacement.
Old mat reserial.
Updated gunfire FX.
Improved muzzle flash color consistency.
Deleted a duplicate smaller FX that seemed unused.
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Simplified rockets a bunch. Lighter performance hit.
Gave manpad rocket trail smoke the same optimization treatment.
Haxed component destroyed Z values so that it plays slightly in front instead of clipping through the middle of the chopper.
Made window glass less matte and dull.
Component damage effects inherit velocity, and other related tweaks.
Critter displacer back to main camera.
A range of shoal prefabs.
Critter displacer added to main camera.
Surface culling still buggy (WIP)
Fixed issue with smoke lingering.
Missing mat change.
Fixed ground effect being rotated for some reason.
Fixed blurred prop blades being fully lit on the bottom when sunlight hits the top of them.
Fixed heli spawning with the spotlight enabled regardless of TOD.
Cleaned a boatload of old legacy stuff from the prefab.
Damage, weakspot & impact fx.
Applied to prefab.
New set of damage and destruction effects to be in line with the other choppers.
Minor scrap transport damage fx improvement.
Improving patrol heli damage fx WIP.
Updated & enabled the navs and beacon that were already present on it but hidden. Just to test.
Optimized textures.
Removed old FP logo.
Optimized lights.
Fixed spotlight glare issue.
Tuned motorbike headlights.
Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
Various lighting related prefab stuff.
Road cone transmission texture.
Finalized with everything relevant moved to volume triggers.
+ Atmosphere zones and FX.
Lighting prefab backup / Volume fuckery
Moving everything to occlusion volumes WIP.
Static candle prefabs support volumes.
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
Culling volume tests for lighting purposes.
Candle prefab lighting updates.
Lighting prefab backup.
Candles use standard thick transmission shader instead of the depracated packed one.
Changed some shelf contents for lighting purposes.
Lighting prefab backup