6,220 Commits over 3,988 Days - 0.06cph!
Potplant material tweak. Uses foliage SSS.
Applied a no backface cull material to this.
Actually, just made a nobackface material variant and applied to the boxes. Backfaces probably rendered for a reason somewhere.
Turned on backface culling on this material to fix bad black glitching on our cardboard box piles.
Use LOD1 instead of 2 for shadows. Was badly glitching.
Fixed locker_a shadow proxy not having a mesh assigned, and thus never casting any shadows anywhere.
Fixes.
Emissive mat tweaks.
Finalized silo.
Related prefab tweaks.
Silo area WIP.
Related prefab tweaks.
Volumetric truncated radius clipping fix.
█▉ ▋▊ ▄▅▇██▌▅▊: ▇▋▇▉▉▅█ ▌▋ ▉▋▉█▇▅▆ ▊▋ ▌▌▍▍▌ ▍▇ █▆ ▅▌ ▄▊▄▋█▇/▄▄▊▆▆▍▋▄▌ ▌▅▆▋▄▅▌ ▋▄ ▇▋▇▌ █▆▅▍, ▇▍▊▌▋▌▍▄ ▅▅ ▍▉▉▌ (▆▌▍▄▅▅█▄ ▋▆▍▍█ ▊▍▅).
Slight tweak on silo_rock.mat so that it lights better.
Max size 64. 32 turned out problematic.
Changed one AC duct piece into another type for lighting purposes.
Computer cabinet C uses lowest LOD instead of colmesh as a shadow caster, to fix glaring artifacts.
Fixed BookPile4's messed up shadow caster.
Remaining living quarters.
Fluorescent B&C prefabs have embedded spotlights.
New red spinner variant.
Red hue tweak on material.
Fixed tint on red siren spinner volumetrics
Minor embedded light tweak on this prefab.
Lighting prefab backup.
Light fixture prefab fix.
Fluor light fixture prefab tweaks.
Electrical box moves to match lighting tweaks.
Finalized entrance area lighting
FX prefab tweaks.
Bounce light tweaks inside FX prefab for shifted props.
Emissive texture to Bilinear instead of Mitchell. Less haloing.
Near plane & bias tweaks for door leakage.
Optimized the office elevator prefab's lighting setup.
Prefab backup.
Minor tweaks on lighting prefabs/mats.
Prefab backup.
Nixed a couple of small wall props for shadow debug purposes.
Lighting prefab progress
Volumes to slightly de-blue and contrast soften the post layer.
Tiny brightness tweak on signs_backlit_red