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5,836 Commits over 3,837 Days - 0.06cph!

1 Year Ago
Better movement behaviour on the exhaust
1 Year Ago
Applied FX & lighting to the main prefab. Iterations.
1 Year Ago
Tug exhaust FX Lighting prefab tweaks
1 Year Ago
Tugboat lighting&volume prefab. Scene backup
1 Year Ago
More tug things
1 Year Ago
Progress
1 Year Ago
Exterior lighting & exhaust WIP
1 Year Ago
Volumes & lighting WIP
1 Year Ago
Tug water interactions
1 Year Ago
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1 Year Ago
WakeDisturbance iteration
1 Year Ago
Rhib polish pass. Fixed water disturbance mask being all whack and massive.
1 Year Ago
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1 Year Ago
More boat conversions & FX simplifications.
1 Year Ago
Simplified small boat fx down to 2 emitters, from 17(!).
1 Year Ago
Boat FX / scene backup
1 Year Ago
Fixed all remaining issues spotted with the torch. LOD emissive flickering, conditional 1P hiding, shadow glitching and more I'm forgetting.
1 Year Ago
diver torch functions in 3rd person
1 Year Ago
Hatchet drips
1 Year Ago
Melee weapon adaptation WIP
1 Year Ago
Motion inheritence fix
1 Year Ago
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1 Year Ago
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1 Year Ago
Viewmodel on/off function
1 Year Ago
New flare FX & related files. Torch texture size optimization Glass material tweaks
1 Year Ago
Reworked inner bulb and outer glass with new shader features
1 Year Ago
Progress & some stuff for Diogo
1 Year Ago
More viewmodel stuff WIP
1 Year Ago
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1 Year Ago
Merge from diver_fx
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Scene additions for Matt. Pool, volumetrics volume.
1 Year Ago
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1 Year Ago
Cleanup
1 Year Ago
Material iteration
1 Year Ago
Droplet meshes & shader
1 Year Ago
Experiments
1 Year Ago
Merge from lighting_test_scene
1 Year Ago
Remaining test map stuff for Matt Fixed a small issue with the green gambling light
1 Year Ago
Art test scene WIP/backup
1 Year Ago
Turn off all exterior lights during daytime.
1 Year Ago
Fixed the close flare on the new ceiling light fixture
1 Year Ago
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1 Year Ago
Final playthrough polish on lighting prefab.
1 Year Ago
Updated explosion_underwater_surface for the new water
1 Year Ago
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1 Year Ago
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1 Year Ago
Bullet/blunt/slash/stab water impacts no longer fill rate performance hogs, and look nicer.
1 Year Ago
Water splash material vertex lit instead of emissive, uses a healthier texture atlas.