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7,065 Commits over 4,475 Days - 0.07cph!

2 Years Ago
HCR attack prefab & related files.
2 Years Ago
HCRevolver uses local FX folder. Fixed muzzle origin offset. Temp working files & scene.
2 Years Ago
Added ParticleSystemPostIK + some temp files
2 Years Ago
Quick optimization pass on tree-impact FX. No longer taxes CPU on needless flake collisions etc. Related material tweaks.
2 Years Ago
Moon size increased a further 0.1, to get it precisely equal to the Sun's size. The game is good now.
2 Years Ago
Slightly tweaked weather ratios for the updated types.
2 Years Ago
Storm tweaks (missing ambient dimming script feature, so lighting too bright atm)
2 Years Ago
More weather fixes/tweaks.
2 Years Ago
Rain profile tweaks.
2 Years Ago
Weather profile iteration.
2 Years Ago
Nicer overcast weather.
2 Years Ago
Ocean surface reflection tweaks for better sunsets.
2 Years Ago
Godray tweaks. Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
2 Years Ago
Sky day cycle color iteration; Smoother sunsets with improved volumetrics. Milder twilight clouds. Better night clouds. Less sun color banding. Etc. Also related climate tweaks.
2 Years Ago
Log pile AO doesn't go pure black in the middle.
2 Years Ago
Testing less washed out color grading. More oldschool.
2 Years Ago
Bubble in-motion fixes. Work prefab cleanup.
2 Years Ago
Adjusted screen albedo texture for better contrast in different lighting conditions.
2 Years Ago
Underwater reverse FX
2 Years Ago
This file was supposed to be on this branch.
2 Years Ago
Underwater shimmer mat tweaks.
2 Years Ago
Iteration
2 Years Ago
Underwater FX. Saved buncha VRAM on our bubble mat.
2 Years Ago
Fixed timings on reload animation FX call. Iterated on FX.
2 Years Ago
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
2 Years Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
2 Years Ago
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2 Years Ago
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader. Updated the lighting on C4. Explosion related WIP backup.
2 Years Ago
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2 Years Ago
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2 Years Ago
Experiments with new offset script feature.
2 Years Ago
Script tests
2 Years Ago
Optimized some texture settings. Reload FX. Moved port coords for reload FX.
2 Years Ago
Adjusted IO counter to look better. Should also be converted to TMP SDF to look less blocky.
2 Years Ago
Possible improvement for the superscaled impact sparks.
2 Years Ago
Temporarily removed explosion blur to error fix.
2 Years Ago
Missing file
2 Years Ago
2 Years Ago
Tweaks for new IK script.
2 Years Ago
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2 Years Ago
Changed some DPV textures to make the flashlight reflector work. Renamed plainlight_warm/cold because they weren't being used as such anymore. Setup DPV headlight.
2 Years Ago
Fleshed out the display panel. Added LCD font.
2 Years Ago
Radtown S2P: Fixed an odd looking hotspot in the flickering fluorescent.
2 Years Ago
Radtown S2P: Distance flare range adjustments.
2 Years Ago
Radtown S2P: Some lights stay on 24/7 Fixed script incompability breaking the fluorescent emissive material flicker
2 Years Ago
Radtown S2P: Fixed flickering light in main garage behaving weirdly. Fixed a few inverted trigger volumes causing various weirdness with FX/Lighting. Fixed the main fire shadow light teleporting to the middle of the radtown at runtime. Fixed lobby fire not having sound and damage triggers. Fixed wall clipped flickering at two rad barrels. Tweaked some PFX LOD distances.
2 Years Ago
Final prefab (code fix pending)
2 Years Ago
Final'ish attack prefab, but IK script is still screwing it.
2 Years Ago
Fixes
2 Years Ago
Attack FX