5,837 Commits over 3,837 Days - 0.06cph!
Big furnace WIP
Fireplace vertex paint tweaks to fix artifacts from a specific angle
Speed & light iteration.
Vertex color tweaks.
Final'ish fireplace fx/light revamp
Light animations & tweaks.
Motion vector atlas size optimization
Fireplace lighting setup & cleanup
Fx iteration
New sprite sheets & scene backup.
Bespoke mesh file for fireplace fx iteration
Scene backup
Some file renames/moves for consistency/organization
Asset farmed up all the other fire props.
Campfire tweaks.
Pfx scene backup.
Added a second small elevated unshadowed light to soften the campfire close proximity lighting
LOD distance tweaks.
New flame scroller texture from scratch, because the old one was based on pixelated asset store sprite garbage
Packaged new fire prefab into /effects2
Renames & cleanup part 1
Top down circle strafing fixes.
Ember tweaks because ParticleSystemLOD does not support emission curves.
LightEx, LOD and pos wobble.
Preliminary one shot flame extinguish fx.
Motion vector atlas optimization
Campfire atlas renders & scene backup
Campfire main effect (still needs a new atlas)
mf particle shader upgrade
New campfire FX files/WIP
Interior ambient volumes for the caboose
Fixed Caboose material count
Fixed various small issues with the Caboose prefabs
Fixed a ladder volume that had gone AWOL.
Fixed 3 traffic cones that were terrain diving.
Fixed 3 loot boxes that would sometimes spawn kinda janky looking.
Some last minute polish:
A few splat nudges to fix occasional troublesome autospawn here and there
Fixed a sewer entrance where you'd annoyingly get your movement halted by the concrete curb underneath.
Hapis: Fixed that stubborn Site A sewer terrain violation issue once and for all.
Small Hapis bug fixes:
Lake boundary clipping slightly into Oxum subterrain.
Clutter spawns on a few terrain holes.
One missing ladder volume.
Expanded one terrain alpha hole to maybe fix a semi-potato quality issue.
Fixed HapisRoadsSplit not having read/write
Refactored the Hapis road network mesh:
Fixes collisions once and for all. No sinking through anywhere. Smoother driving.
100x better terrain adherence.
Fixed a floating box spawner Jakob found.
Made rock_formation_small read/writable, since a lower LOD mesh inside of it is sometimes used as a colmesh where the dedicated _COL was too inaccurate.
Reinforced fix for gliff gap #16
Hotfixed newly discovered cliff gap #25.
Iterating blunt & slash variants.
New fully playable ParticleTestMap with a physics material farm.
Impact prefab grouping.
New caboose dressing prefab file, with furniture & lighting and fx.
Cleaned up temp files and junk.
Caboose exterior backup + new stringlight mesh files
Exterior lighting files
Light animation WIP