6,304 Commits over 4,049 Days - 0.06cph!
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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
Prefab backup.
Sign emissive tweaks.
Improved embedded lighting on crew cabinets & elevator switch prefabs.
Packed NMS lighting into its own prefab and organized it.
Nixed distance flares from all the lights, because underground.
Custom vertex stream stuff with the updated shader.
Scene backup
PixelLit Advanced shader tweaks from Diogo
Scene backup & related files.
More explosion stuff (subbranched because spam)
Alternative spike atlas method & related files.
6 point normals, gradient normals & standard planes with halved UVs
Diogo's refraction shader fix.
Explosion test files & scene backup
Brief over-distance battery fire FX prefab file.
Fixed muzzle_smoketrail_vertexlit not using vertex normals properly