5,839 Commits over 3,837 Days - 0.06cph!
Fuzzed the backend/origin of the side blast flipbook.
Fixed HCR attack prefab reference.
Iterated on attack.
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HCR attack prefab & related files.
HCRevolver uses local FX folder.
Fixed muzzle origin offset.
Temp working files & scene.
Added ParticleSystemPostIK + some temp files
Quick optimization pass on tree-impact FX.
No longer taxes CPU on needless flake collisions etc.
Related material tweaks.
Moon size increased a further 0.1, to get it precisely equal to the Sun's size. The game is good now.
Slightly tweaked weather ratios for the updated types.
Storm tweaks (missing ambient dimming script feature, so lighting too bright atm)
More weather fixes/tweaks.
Weather profile iteration.
Ocean surface reflection tweaks for better sunsets.
Godray tweaks.
Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
Sky day cycle color iteration;
Smoother sunsets with improved volumetrics.
Milder twilight clouds.
Better night clouds.
Less sun color banding.
Etc.
Also related climate tweaks.
Log pile AO doesn't go pure black in the middle.
Testing less washed out color grading. More oldschool.
Bubble in-motion fixes.
Work prefab cleanup.
Adjusted screen albedo texture for better contrast in different lighting conditions.
This file was supposed to be on this branch.
Underwater shimmer mat tweaks.
Underwater FX.
Saved buncha VRAM on our bubble mat.
Fixed timings on reload animation FX call.
Iterated on FX.
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
Ammo model texture setting pass.
Optimized texel sizes down to be more consistent with the weapons.
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader.
Updated the lighting on C4.
Explosion related WIP backup.
Experiments with new offset script feature.
Optimized some texture settings.
Reload FX.
Moved port coords for reload FX.
Adjusted IO counter to look better.
Should also be converted to TMP SDF to look less blocky.
Possible improvement for the superscaled impact sparks.
Temporarily removed explosion blur to error fix.
Tweaks for new IK script.
Changed some DPV textures to make the flashlight reflector work.
Renamed plainlight_warm/cold because they weren't being used as such anymore.
Setup DPV headlight.
Fleshed out the display panel.
Added LCD font.
Radtown S2P:
Fixed an odd looking hotspot in the flickering fluorescent.
Radtown S2P:
Distance flare range adjustments.
Radtown S2P:
Some lights stay on 24/7
Fixed script incompability breaking the fluorescent emissive material flicker
Radtown S2P:
Fixed flickering light in main garage behaving weirdly.
Fixed a few inverted trigger volumes causing various weirdness with FX/Lighting.
Fixed the main fire shadow light teleporting to the middle of the radtown at runtime.
Fixed lobby fire not having sound and damage triggers.
Fixed wall clipped flickering at two rad barrels.
Tweaked some PFX LOD distances.