5,837 Commits over 3,837 Days - 0.06cph!
Applied new lighting and post to candy tunnels
Added post process override triggerse to tunnel pieces
Atmosphere volume into the entrance prefab
Added ground cream piles to some pieces
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Corner piece & more iterations
Collapse piece + iterations
More pieces & prefab tweaks.
More tunnel pieces & iteration
Moved the bounce light away from the gumdrop prefab, because it is not always used.
First plugin lighting prefab
Scene backup
Scene backup and gumdrop changes
Files needed for SSS chocolate if we go that route
Scene backup.
Added batching on some mats.
New cream pile static based on existing rubble piles
Xmas tunnel portion added to the test map
Fixed small typo in the newly organized hierarchy.
Finished the complete polish pass on Bandit Xmas, and the related nightmare manual merge
S2P & scene.
Bandit town lighting pass WIP
Lighting pass on Bandit WIP
Further optimized A.
Renamed some xmas monu prefabs for naming consistency.
Reverted this variant of the xmas light strip to fix missing embedded lights, and reapplied the batching script
Further optimization on C
Village B bounce light pass and light optimization.
Static advent star LOD distance tweaks
Added bounce lighting to Village C
Tweaked some light strip base brightness values
Cherrypicked Compound Lighting prefab and Caboose Dressing Static prefab with the candle move and stray bounce light fixes.
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Cherrypicked Caboose window fix.
Render fix for Caboose window illumination
Static snow machine chill zone uses a box collider instead of capsule, because TriggerTemperature doesn't support anything else.
Wrapped Bandit xmas decor on Reclaimer behind GameModeObjectToggle + S2P
Compound merge fix
Removed magic barrel afterglow
S2P'd all 5 again to trickle down the LOD controller fixes.
Fixed some xmas light strip LOD controllers being unlinked after merge for whatever reason.