5,839 Commits over 3,837 Days - 0.06cph!
Hapis:
Fixed wrong layer on some cliffs and sloped sewer walls.
Removed that one broken road mini-monument that came back from the dead.
Fixed wrong offset on gambling wheel chair triggers.
Adjusted the NoBuild zone for the eastern lighthouse to encapsulate the parking area as well.
Fixed some floating ceiling lights caused by a small dimension mismatch between LOD meshes
Fixed light position offset in Bandit Town + s2p
Added a gambling den with poker tables & a market to the Hapis Compound
Fixed the disabled mini-monuments.
More Physmat impacts & HDRP conversions.
PFX scene backup.
merge from card games (light fixtures & related files)
Bandit town gambling lighting update + s2p
Gambling light cord mesh is standalone, for variable length scaling.
Gambling light prefab setup, effects & color variant.
Gambling light texture & material improvements.
Optimized size & compression. Marked some _unused that aren't worth the memory usage atm.
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Vertical offset on emitter
L/R directional bird emitter
Reworked the flipbook so that the bird doesn't jerk back and forth
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Weapon impact & explosion stuff WIP
More files from HDRP.
Sorting & material fixes WIP.
Backporting new effects from HDRP - WIP
Train friction sparks FX into a basic prefab until we implement it.
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Topo mask changes to fix some fields that weren't receiving all field spawns
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
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Workcart interior dashboard indicators & damage effects.
Workcart decals are alpha clipped instead of blended, because of artifacts when you shine dynamic lights at them in certain ways.
PFX Scene backup (Workcart effects + interior dash stuff) & related files
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Reworked Workcart lighting
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Slots emissive effect 2/2
Reworking slot machine mats/textures to support emissive 1/2
Slot machine effects, light tweaks & texture optimizations
More bespoke puzzle things.