userPeturcancel

8,340 Commits over 3,957 Days - 0.09cph!

1 Year Ago
Recycle times & light instance fix.
1 Year Ago
Collision LOD tweaks.
1 Year Ago
Fixed subemitter linkage
1 Year Ago
Fixed inherited rotational bug
1 Year Ago
Fixing subemitter rotational inherentece fuckery WIP
1 Year Ago
Optimized collisions. LOD'd collisions fully away at 25m.
1 Year Ago
Velocity alignment jitter fix & tone improvements
1 Year Ago
Fresh metal bullet holes no longer look all rusted, and improved the edge and tone to blend better with underlying surface.
1 Year Ago
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1 Year Ago
Test scene improvements.
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Iterating Wood bullethole decal tweaks.
1 Year Ago
More fixes/iterations
1 Year Ago
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1 Year Ago
Added softer whispy mat. Dev concrete mat fix. Prefab iteration.
1 Year Ago
Rock & concrete iteration/fixes
1 Year Ago
1 Year Ago
Concrete hits
1 Year Ago
Scaling fix. Sandbag hit update.
1 Year Ago
Distance scalers.
1 Year Ago
Flesh impacts
1 Year Ago
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1 Year Ago
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1 Year Ago
Cloth, clothflesh, concrete, metalore
1 Year Ago
RNG'd occasional high impact hits, because all hits being samey is boring
1 Year Ago
1 Year Ago
Polish/fixes
1 Year Ago
Finalized metals & distance scaling.
1 Year Ago
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1 Year Ago
Incen ammo additive
1 Year Ago
Metal impacts with new atlases.
1 Year Ago
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1 Year Ago
New spark atlas to replace the old pixelated mess. Scene backup.
1 Year Ago
More physicsmats & related files.
1 Year Ago
Glass & rock impacts
1 Year Ago
1 Year Ago
Lighting tweaks. Viewmodel renderer script to the long range bulb (but lacking code support to function atm)
1 Year Ago
Fixed the 3 flare dispension prefabs. Orientation and de-linkage.
1 Year Ago
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1 Year Ago
Fixed buncha impacts
1 Year Ago
Viewmodel render setup for FX/lights
1 Year Ago
Fixed ember material disconnect in manpad rocket trail.
1 Year Ago
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1 Year Ago
Fixed bulb colors. Darkened the PCB behind the bulbs for additional contrast during daytime.
1 Year Ago
Green & yellow bulb meshes
1 Year Ago
Force NVG scale 1 and distortion 0 in profile.
1 Year Ago
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.