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

1 Year Ago
Minor embedded light tweak on this prefab.
1 Year Ago
Prefab backup
1 Year Ago
Lighting prefab backup. Light fixture prefab fix.
1 Year Ago
Fluor light fixture prefab tweaks.
1 Year Ago
Office lighting WIP
1 Year Ago
Electrical box moves to match lighting tweaks.
1 Year Ago
Finalized entrance area lighting FX prefab tweaks.
1 Year Ago
Intensity to 12 (NMS)
1 Year Ago
Fire fixes & iteration
1 Year Ago
Bounce light tweaks inside FX prefab for shifted props.
1 Year Ago
Emissive texture to Bilinear instead of Mitchell. Less haloing.
1 Year Ago
Lighting prefab backup
1 Year Ago
Near plane & bias tweaks for door leakage.
1 Year Ago
Optimized the office elevator prefab's lighting setup.
1 Year Ago
Prefab backup. Minor tweaks on lighting prefabs/mats.
1 Year Ago
Prefab backup. Nixed a couple of small wall props for shadow debug purposes.
1 Year Ago
Lighting prefab progress Volumes to slightly de-blue and contrast soften the post layer. Tiny brightness tweak on signs_backlit_red
1 Year Ago
Prefab backup. Sign emissive tweaks.
1 Year Ago
Improved embedded lighting on crew cabinets & elevator switch prefabs.
1 Year Ago
Packed NMS lighting into its own prefab and organized it. Nixed distance flares from all the lights, because underground.
1 Year Ago
Spike WIP
1 Year Ago
1 Year Ago
Custom vertex stream stuff with the updated shader. Scene backup
1 Year Ago
PixelLit Advanced shader tweaks from Diogo Scene backup & related files.
1 Year Ago
File backup
1 Year Ago
More explosion stuff (subbranched because spam)
1 Year Ago
Alternative spike atlas method & related files.
1 Year Ago
6 point normals, gradient normals & standard planes with halved UVs
1 Year Ago
Diogo's refraction shader fix.
1 Year Ago
Explosion test files & scene backup
1 Year Ago
Brief over-distance battery fire FX prefab file.
1 Year Ago
Fixed muzzle_smoketrail_vertexlit not using vertex normals properly
1 Year Ago
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.
1 Year Ago
Prefab backup Another burnt material variant
1 Year Ago
Burning room WIP Burnt variant of the pallet material
1 Year Ago
FX prefab backup
1 Year Ago
FX prefab backup
1 Year Ago
Slightly softened underground_neutral color grading, and toned down the blue cast on everything.
1 Year Ago
More
1 Year Ago
Env FX progress.
1 Year Ago
NMS progress & related files.
1 Year Ago
Progress
1 Year Ago
Improved electrical FX WIP
1 Year Ago
Spark textures are half-res but less compressed. Cheaper, looks better.
1 Year Ago
Polish and timing tweaks. Prefabbed fire effect and rocket thrust.
1 Year Ago
Reverse fresnel masking to stop the first person seeing the side filler particles.
1 Year Ago
finalized composite smoke
1 Year Ago
Composite smoke emitters so as to not require as many particles for rocket trails WIP
1 Year Ago
Shifted from using subemitters on the rocket projectiles