6,250 Commits over 4,414 Days - 0.06cph!
Fireball rework for omni direct usage, applied to prefabs.
Ground fire experiments with new 2021 freeform particle stretching feature.
Explosion post params/timings
More punchy shell ejection. Faster, less delay, slightly larger.
Updated world model as well.
Small material/texture SSS/AO tuning for new lighting.
Muzzle FX & ejection location improvements.
Added bespoke Pinata PFX
Updated to the new Albedo-AO texture from Matt
Material tweaks
Texture size optimization
Pilot collider particle fix.
Blast position fix
Cooldown to 5 seconds to make less spammy
Barrel hole opening corresponds with cooldown
Confetti collision trickery to deal with interior blasts
Barrel cover goes away for X seconds after firing
Texture size optimization.
Nixed one unused mask.
Applied new lighting/fx to desk.
Legacy furnace enabled state overhaul
Legacy furnace texture size optimization.
Blank radial added to Main Camera Base for smooth lerping.
Explosion post changes.
Scene.
ExplosionsOverlay WIP (still bugs)
Testing milder screen post processing variants for Cold, Hot, Hurt, Radiation & arctic biome.
Radial PostFX & ExplosionScreenBounceFade
Fixed chopper fire distance issues
Fixed some autospawn floaters
Ores use respawners instead of being one-shot
Lighthouse collides
Rebaked terrain
HelpModal & HelpModal.Widget like the Figma mockup.
Fixed torch holder lighting being all offset and wrong.
Fixed small spec issue on the portraits.
Better tinting on poster 4.
Poster 2, 3, 4 layout tweaks
Mat for 4.
Mask tweak for contrast on poster 2 and 3
Bespoke material for each poster photo variant, for better blending and contrast
+-5% size on the different variants. Looks better in a group vs them all taking up the exact same square space
Playername fix on poster2