6,304 Commits over 4,049 Days - 0.06cph!
Another iteration of 6P smoke loops
Final air explosion sans 6P smoke
Streak timings. Curves for days.
Explosions: Emission override over time on texcoord1.x to stop banding.
Streaking element for explosions
Explosion streak small atlas.
Cherrypick launcher blockout
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Optimized textures
Mat polish
Inner/outer consistency stuff
Initial extra bloom
Secondaries for 25mm impact.
Fixed Abyss Torch being lit when dropped.
Shockwave + ground effect tests
Explosion tonemapping iterations
Explosion files & research backup.
Main cannon ground effect
New flaming ember/debris atlas, because that soft radial blob used everywhere has become pretty old.
Cannon impact explosion WIP
Muzzle iteration & naming consistency.
Cannon related FX & some more random stuff
Unused file cleanup.
Moved the exhaust to the real location, and adjusted the texture so that it doesn't look like a window.
Muzzle tweaks.
Firing effects WIP & related temp files.
Slow burning atlas.
Converted all to TGA because f that PNG alpha noise.
Old TV: texture size tweaks, added off variant, fixed LOD script, slight emissive fresnel to emulate glass thickness
Proper static noise effect pending a small shader fix from D.
Layout grouped in an optional skin name text field under the weapon name.
WeaponRackInfo UI polish & localization tokens
Fixed pixelation flicker glitch on WeaponRackLight
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
S/M/L explosion FX variants for the underwater portion as well.
Rotor wash underwater render fix.
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