8,341 Commits over 3,957 Days - 0.09cph!
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.
Fixed inverted light cookie.
Fixed light binding.
Scene backup.
Updated attack_CNY to work with the IK semifix
Metal Detector light bulb mesh & mat
Lighting setup
Naming consistency fix
Cherrypick particle IK fix
Added constant particle emission to rocketlauncher entity for IK debugging.
Wiped 2 gigs of temp test files.
Explosive ammo additive LOD & prefab setup
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Consistency pass with new impacts and bullettype additives WIP
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Nixed fisheye distortion on NVG to stop UI markers from getting offset.
Nixed temp helper script.
Fireball rework for omni direct usage, applied to prefabs.
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Ground fire experiments with new 2021 freeform particle stretching feature.
Explosion post params/timings
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More punchy shell ejection. Faster, less delay, slightly larger.
Updated world model as well.
Small material/texture SSS/AO tuning for new lighting.
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Muzzle FX & ejection location improvements.
Added bespoke Pinata PFX
Updated to the new Albedo-AO texture from Matt
Material tweaks
Texture size optimization
Pilot collider particle fix.