6,284 Commits over 4,018 Days - 0.07cph!
Added an optional secondary light to EmissionBlink (behind a default off bool)
Adjusted the seismic sensor to use it, so that it can emit bounce.
Adjusted siren light material timings to match the light rotation timings.
Shadow settings configured for upcoming building block shadow proxy changes.
Other polish.
Seismic detector: Fixed blinker emission script.
Blue sirenlight: Fixed light defaulting on after moving out and into cull range again.
Red sirenlight: Fixed shadow glitch.. maybe.
Electric heater: Heat shimmer outline improvement.
Electric furnace: Fixed LightEx making the cookie light too strong.
Small generator: Pulsed the exhaust because 1 cyl engine.
Various polish.
Red/blue siren light SSS profiles.
Updated battery arcs.
Large battery also has visual state arcs like the medium one.
Tesla coil prefab fix.
Removed that entire siren light hierarchy from the tesla coil (lol?)
Switched these back to green power lights.
Culling volumes for lights.
Lighting LOD & bleed optimization.
Godrays from the top of the ziggurat.
Flare texture tweaks.
Lighting update.
Prepped prefab for cull volumes.
Added night eye FX to crocs, wolves (disabled until code)
Moved tiger protection file to the right folder.
Adjusted night eye color on the different species to be a little different.
Moved bear protection file to the right folder too.
Moved the croc protection file to the correct folder.
MIP stream disable on a buncha bradley/mlrs/codelock static stuff.
Ziggurat lighting prefab WIP
Fixed terminals casting a light when not in use.
Fixed terminals casting a light when not in use.
Redid the large furnace lighting optimizations and flicker fix
MIP tweaks & texture size optimizations
Tested turning off MIP streaming on the base atlas.
Subtle hue difference in the eye reflection of a panther vs a tiger.
First pass of jungle color grade (not applied, needs a script amendment)
Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
Attack VFX (Not using IK script for now because script bug.)
Trail ready for mirrored orientation.
Even more orientation fixes.
Midair visibility WIP.
Texture optimiziation.
Slash instead of blunt dmg.
Material optimizations.
Moved Code lock light bulbs from a mesh to a fresnel opacity'd quad, to fix distance flickering when not using temporal AA.
Damage effects.
Added low/high power FX differences.
Final polish.
Fuel generator has an exhaust FX when active.
Revamped heater and fixed mipmap light bleed.
Electric furnace doesn't spew embers.
Tesla coil shadow opt.