5,839 Commits over 3,837 Days - 0.06cph!
Working set of new ground effects
Adapting ground effects to the new shader WIP
Shimmer material doesn't mess with censorship.
Improvements to damage effects while driving fast.
Camera soft fading the smoke particles to make them less distracting while driving.
Check engine light fixes on 2 modules.
Exhaust VFX tweaks.
Border vehicle headlight mipmaps to fix edge seams sometimes popping up.
Various vehicle interior/dashboard tweaks.
Less annoying volumetric noise on headlights
Slightly better mip filtering on dash lights for lower resolutions
Various vehicle VFX iterations
Engine vfx iteration.
Tweaked lerp values in engine script.
Jump effects for new splats and water
Water effects WIP
More file organization & cleanup
Terrain splat vfx optimization WIP
Player>terrain surface effects WIP
All remaining impact VFX, sans generic & water, pending shader stuff.
Related file sorting & cleanup.
More terrain splat impacts.
More voluptuous shading on other new impact debris in general.
Even more terrain splat impacts.
Standalone reference materials for all terrain splat types.
Merge fixed streetlights.
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RustButton.Grey stylesheet.
Video button styled with it.
MenuUI.Companion widget iteration & related assets.
Fixes for metal & wood impacts.
Manifest & scene.
New better bullet impact effects for concrete, flesh, glass, metal, metalore, rock, sandbag, wood
Improved metal impacts.
More file sorting.
Footstep effect optimziation WIP
Snow gibs run a standard snow material and diffusion profile
Footprint filtering & texture size optimization and consistency.
footprint decal aren't randomly scaled all over the place
Tracer & spark effect prefab redundancy cleanup and filename organization.
Scene backup and 'mo cleanup.