6,304 Commits over 4,049 Days - 0.06cph!
Fixes. 1 less shadow caster.
Fixed the blurred rotors not casting shadows.
This was supposed to be clamped.
Scene backup.
UI.Dialog.AttackHeli elements. (Some assignments and code tweaks left for BillB)
Final'ish gunner screen
Cleanup
Progress with new shaders
Layer order for ClearAlpha
Messed up auto exposure WIP for UI elements
Can't remember what I changed, but it was something.
Stop HUD from going ridiculously wide.
Compass texture tweaks.
Positioning polish & naming convention
New lo-fi digital compass strip
UI progress & related image tweaks.
Various gunner screen UI and post stuff WIP
New post filter from Diogo
Optimized rotor blur texture placeholder.
Split AH UI sprites into LoRes/HiRes variants.
Ground effect tweak/fix
Fixed cockpit headlight indicator
Small lighting prefab fix.
Warhead area lighting tweaks.
Warhead emissive wrap clamped against MIP bleed.
Tweak on warhead material emissive and AO params.
Texture size optimizations.
Unlinked some fluor lights from the prefab because they are all so custom anyway and I want to fiddle with the base prefabs later without breaking this stuff.
Remaining lighting prefab tweaks from the list.
Adjusted LOD distances with future cull volumes in mind.
Fixed file_cabinet_b's broken shadow proxy.
pallet_boxes_b uses the backface culled material variant instead of being rendered twice
Lighting tweaks WIP & related mats & post profile.
Potted_plant_a uses its textures for shadows. Untextured polygonal shadows looked a bit silly.
Applied the lighting prefab to the scene.
Moved some pipes that were clipping.
Finished relighting, sans final LOD distance pass.
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.