5,836 Commits over 3,837 Days - 0.06cph!
Fixed certain biome post sometimes overriding water post and darkening it too much.
Further tweaks to help the underwater torch work with the new attenuation.
Lighting prefab backup
Shifted some pipes around a tiny bit for lighting purposes
Shifted some AC ducting around for lighting purposes
Moved lighting to its own prefab.
Use new'ish emission fresnel on Fluor fixtures.
Fixed clipping decal.
Heater mat tweak.
Added shadow proxy to sbl_garage_door to fix heavy light bleed.
Heat shimmer to prop heaters.
Some heater_floor material/texture tweaks and MIP adjustments because emissive UV islands are packed too tight.
Base prefab lighting tweaks to match.
Fixed off variant prefab not actually being off.
Off variant used on the second floor garage.
Rotorwash FX play fixes.
Fixed Minicopter not using the nested small wash prefab.
Slight optimizations.
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Collision FX.
Color space fix on med explosion texture. (Unrelated)
Damage effects for motorbikes.
Road FX tweaks.
Milder throttle exhaust.
Will get more pronounced with damage.
Merge from water-fog-scatter-strength2
Underwater visibility improvements.
Fixed scrap transport spotlight issues.
No longer run the spotlight without a shadow LOD, for better perf.
Optimized probably 20-30 mb out of the texture sizes. Should look about the same. Fix if weird/noticable changes spotted.
Applied Matt's blinker fix.
Removed 3P green laser from the ground underneath the turret
Added the red laser to the turret, just to test
Brake light prefab tweaks/additions
Probably fixed all the remaining light issues.
Untested yet.
Fixed vehicle light scripts not using the correct default values.
Merge from bradley_fixes_6_24 (coax issues and some minor improvements)
Fixes for issues.
Iterated on coax.