5,836 Commits over 3,837 Days - 0.06cph!
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Minor emissive and material hue tweaks to better match the screens.
Tug-specific sonar sweep visuals to better match the other screen.
Added disabled damage prefab to the Tugboat (not code supported yet)
Added a functional dashboard headlight indicator light to the Tugboat, because cute.
Tug damage prefab with light/medium/severe states
Fixed underwater rain again.
Fixed Tugboat caustics projecting into nothing, not being set up for its size.
Water droplet material is underwater masked.
Fixed tugboat radar flickering
Fixed snowing underwater.
Cherrypick fix Beaufort 5 being too vibrant, and other water color tweaks.
Underwater fog slightly darker.
Nudged water SSS down a little.
Fixed beaufort level 5 water accidentally being brighter than the others.
Fixed rain rendering underwater.
Fixed subsurface falloff gradiation between beaufort states
Water & beaufort parameters. (Waves unchanged)
Ocean refraction tweaks +caustics adjustments to match.
Slight caustics speed/depth/scale/brightness tweaks, because they were barely noticable.
underwater.prefab iteration & fixed time scaling issue
Bone retargeted breathing FX out of the back area when underwater
Iterated on underwater.prefab. (Bubbles & plankton still using bugged shader mask test)
Optimizing overly expensive underwater bubbles & plankton WIP
Nixed late blue cast on water splashes, looks odd in certain weather conditions.
Fixed issue with throttle splash on rhib.
Fixed various rendering issues with the torch on & off state.
Disabled the viewmodel flare for now because of compatibility issues, and tweaked the glass to get more traditional flaring to compensate.
Calibrated the brightness to match the vanilla torch
All guns consistent worldmodel orientation, with pivot/CoG shifted where it feels logical
Weapon worldmodel LODGroup consistency pass. Applied to prefabs.
LODgroup consistency progress/backup
Worldmodel LOD consistency WIP
Fixed toolgun worldmodel materials all being in the wrong order
All weapon worldmodels into the testmap
Fixed python worldmodel LOD3 being offset
Added fluorescent sound buzz when enabled.
Flare color fix that got messed up in a Unity crash.
Forgot to add the flare to the on state.
On/off functions
Temp file cleanup
WeaponRack lighting rework.
Temp prefab with gunrack lighting setup
Optimized wallracklight textures
New flare type
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PFX scene backup (River source FX)
Some IsDynamic fixes and LOD improvements.