8,340 Commits over 3,957 Days - 0.09cph!
Recycle times & light instance fix.
Fixed inherited rotational bug
Fixing subemitter rotational inherentece fuckery WIP
Optimized collisions. LOD'd collisions fully away at 25m.
Velocity alignment jitter fix & tone improvements
Fresh metal bullet holes no longer look all rusted, and improved the edge and tone to blend better with underlying surface.
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Iterating
Wood bullethole decal tweaks.
Added softer whispy mat.
Dev concrete mat fix.
Prefab iteration.
Rock & concrete iteration/fixes
Scaling fix.
Sandbag hit update.
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Cloth, clothflesh, concrete, metalore
RNG'd occasional high impact hits, because all hits being samey is boring
Finalized metals & distance scaling.
Metal impacts with new atlases.
New spark atlas to replace the old pixelated mess.
Scene backup.
More physicsmats & related files.
Lighting tweaks.
Viewmodel renderer script to the long range bulb (but lacking code support to function atm)
Fixed the 3 flare dispension prefabs. Orientation and de-linkage.
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Viewmodel render setup for FX/lights
Fixed ember material disconnect in manpad rocket trail.
Fixed bulb colors.
Darkened the PCB behind the bulbs for additional contrast during daytime.
Green & yellow bulb meshes
Force NVG scale 1 and distortion 0 in profile.
wallLight material uses the newish Emission Fresnel in Rust/Standard to emulate a central bulb without transparency.
Tiny normal map adjustment to facilitate it better.