5,837 Commits over 3,837 Days - 0.06cph!
0.75 sec fade on distant rig lights.
Distance flare GPU instancing.
Rig2 lights turn on and off depending on the time of day.
Light quad imposters to Rig2 lighting prefab.
Cheapo unlit GPU billboard shader.
Related mats.
Rig2: Spotlight cull popping fix.
Rig2: Hero light meshes have very long range visibility.
Rig2: Increased some light cull distances.
Fixed a bunch of light fixture mats not being GPU instanced.
Pain & heat on big rig fire.
Fixed some missing cullers.
Small rig fire light cull radius fix.
Small rig fire has a heat zone and pain zone.
muzzleflash scene & related files
muzzleflash test scene
related files
some cleanup
Pistol cartidges not so matte anymore.
Muzzleflash test scene stuff.
Cleared the old v2 light fixtures folder for merge unfuckery.
Adjusted the cargoship exhaust for some of those 2fast2furious turns.
Disabled light occlusion culling on the cargoship until it's made dynamic compatible.
military_tunnel_1 for merging.
Muzzleflash test scene & some files.
Rig2 light culling & distance improvements.
Miltun: fixed some bugs & added localised haze to the mining tunnels.
Miltun light LOD distances.
Light LOD distances in miltunnels WIP.
Various miltunnel fixes & optimisations.
Preliminary light culling added to the mil tunnels.
Fixed broken flares in the mil tunnels.
Cloning vat fx improvements.
Fixed fumes & sparks in tunnels.
Disabled the shimmer on hobobarrel_static.
Moved some mats away from the decal shader.
Ship exhaust.
Ship style2 deck lighting/fx WIP.
Cargoship exhaust fx.
Fixed some ship mats that weren't GPU instanced.
When you thought your last fix was the last fix.
More fixes.
Removed the buzz from non-fluorescent ship lights because it's driving me nuts.
Cargoship light bleeding issues.
Ship spotlight flares actually work.
Ship flare mat render queue doesn't conflict with window mats.
Ship cargohold light fixtures set to dynamic LOD.
Few things into shared bundle.