5,837 Commits over 3,837 Days - 0.06cph!
Minor embedded light tweak on this prefab.
Lighting prefab backup.
Light fixture prefab fix.
Fluor light fixture prefab tweaks.
Electrical box moves to match lighting tweaks.
Finalized entrance area lighting
FX prefab tweaks.
Bounce light tweaks inside FX prefab for shifted props.
Emissive texture to Bilinear instead of Mitchell. Less haloing.
Near plane & bias tweaks for door leakage.
Optimized the office elevator prefab's lighting setup.
Prefab backup.
Minor tweaks on lighting prefabs/mats.
Prefab backup.
Nixed a couple of small wall props for shadow debug purposes.
Lighting prefab progress
Volumes to slightly de-blue and contrast soften the post layer.
Tiny brightness tweak on signs_backlit_red
Prefab backup.
Sign emissive tweaks.
Improved embedded lighting on crew cabinets & elevator switch prefabs.
Packed NMS lighting into its own prefab and organized it.
Nixed distance flares from all the lights, because underground.
Custom vertex stream stuff with the updated shader.
Scene backup
PixelLit Advanced shader tweaks from Diogo
Scene backup & related files.
More explosion stuff (subbranched because spam)
Alternative spike atlas method & related files.
6 point normals, gradient normals & standard planes with halved UVs
Diogo's refraction shader fix.
Explosion test files & scene backup
Brief over-distance battery fire FX prefab file.
Fixed muzzle_smoketrail_vertexlit not using vertex normals properly
Finalized NMS FX prefab LOD distances etc
Disabled one stack of boxes from the main NMS scene because the FX prefab has a burnt variant there instead.
Prefab backup
Another burnt material variant
Burning room WIP
Burnt variant of the pallet material
Slightly softened underground_neutral color grading, and toned down the blue cast on everything.
NMS progress & related files.
Improved electrical FX WIP
Spark textures are half-res but less compressed. Cheaper, looks better.
Polish and timing tweaks.
Prefabbed fire effect and rocket thrust.
Reverse fresnel masking to stop the first person seeing the side filler particles.
finalized composite smoke
Composite smoke emitters so as to not require as many particles for rocket trails WIP
Shifted from using subemitters on the rocket projectiles