userPeturcancel

6,567 Commits over 4,202 Days - 0.07cph!

1 Year Ago
Fixed HCR attack prefab reference. Iterated on attack.
1 Year Ago
▆▌█▌▆█▆▍▋ █▋▅▉▆█▋▋▇ ▊▌▄▌▇▄ ▄▊▉▇ ▌▋█, ▍▄█ ▍▇'█ ▍▉█▇▄ ▌▇▌▌▇▆▅ ▉▉▆▆▄▆ ██▇▋▊▌ ▌▅▍ ▍▌▄▄ ▇▄▆▋▋▆█ ▄▍▄▅▆▆.
1 Year Ago
HCR attack prefab & related files.
1 Year Ago
HCRevolver uses local FX folder. Fixed muzzle origin offset. Temp working files & scene.
1 Year Ago
Added ParticleSystemPostIK + some temp files
1 Year Ago
Quick optimization pass on tree-impact FX. No longer taxes CPU on needless flake collisions etc. Related material tweaks.
1 Year Ago
Moon size increased a further 0.1, to get it precisely equal to the Sun's size. The game is good now.
1 Year Ago
Slightly tweaked weather ratios for the updated types.
1 Year Ago
Storm tweaks (missing ambient dimming script feature, so lighting too bright atm)
1 Year Ago
More weather fixes/tweaks.
1 Year Ago
Rain profile tweaks.
1 Year Ago
Weather profile iteration.
1 Year Ago
Nicer overcast weather.
1 Year Ago
Ocean surface reflection tweaks for better sunsets.
1 Year Ago
Godray tweaks. Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
1 Year Ago
Sky day cycle color iteration; Smoother sunsets with improved volumetrics. Milder twilight clouds. Better night clouds. Less sun color banding. Etc. Also related climate tweaks.
1 Year Ago
Log pile AO doesn't go pure black in the middle.
1 Year Ago
Testing less washed out color grading. More oldschool.
1 Year Ago
Bubble in-motion fixes. Work prefab cleanup.
1 Year Ago
Adjusted screen albedo texture for better contrast in different lighting conditions.
1 Year Ago
Underwater reverse FX
1 Year Ago
This file was supposed to be on this branch.
1 Year Ago
Underwater shimmer mat tweaks.
1 Year Ago
Iteration
1 Year Ago
Underwater FX. Saved buncha VRAM on our bubble mat.
1 Year Ago
Fixed timings on reload animation FX call. Iterated on FX.
1 Year Ago
Blunderbuss uses local animation effects folder instead of double barrel shotgun.
1 Year Ago
Ammo model texture setting pass. Optimized texel sizes down to be more consistent with the weapons.
1 Year Ago
1 Year Ago
Updated C4 mats & textures to use Rust Standard instead of the deprecated custom shader. Updated the lighting on C4. Explosion related WIP backup.
1 Year Ago
▇▌▊▌▉█/▅▉▆▉▍▉▆▋▉
1 Year Ago
1 Year Ago
Experiments with new offset script feature.
1 Year Ago
Script tests
1 Year Ago
Optimized some texture settings. Reload FX. Moved port coords for reload FX.
1 Year Ago
Adjusted IO counter to look better. Should also be converted to TMP SDF to look less blocky.
1 Year Ago
Possible improvement for the superscaled impact sparks.
1 Year Ago
Temporarily removed explosion blur to error fix.
1 Year Ago
Missing file
1 Year Ago
Tweaks for new IK script.
1 Year Ago
1 Year Ago
Changed some DPV textures to make the flashlight reflector work. Renamed plainlight_warm/cold because they weren't being used as such anymore. Setup DPV headlight.
1 Year Ago
Fleshed out the display panel. Added LCD font.
1 Year Ago
Radtown S2P: Fixed an odd looking hotspot in the flickering fluorescent.
1 Year Ago
Radtown S2P: Distance flare range adjustments.
1 Year Ago
Radtown S2P: Some lights stay on 24/7 Fixed script incompability breaking the fluorescent emissive material flicker
1 Year Ago
Radtown S2P: Fixed flickering light in main garage behaving weirdly. Fixed a few inverted trigger volumes causing various weirdness with FX/Lighting. Fixed the main fire shadow light teleporting to the middle of the radtown at runtime. Fixed lobby fire not having sound and damage triggers. Fixed wall clipped flickering at two rad barrels. Tweaked some PFX LOD distances.
1 Year Ago
Final prefab (code fix pending)
1 Year Ago
Final'ish attack prefab, but IK script is still screwing it.