8,342 Commits over 3,957 Days - 0.09cph!
Simplified small boat fx down to 2 emitters, from 17(!).
Fixed all remaining issues spotted with the torch. LOD emissive flickering, conditional 1P hiding, shadow glitching and more I'm forgetting.
diver torch functions in 3rd person
Melee weapon adaptation WIP
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Viewmodel on/off function
New flare FX & related files.
Torch texture size optimization
Glass material tweaks
Reworked inner bulb and outer glass with new shader features
Progress & some stuff for Diogo
Scene additions for Matt. Pool, volumetrics volume.
Merge from lighting_test_scene
Remaining test map stuff for Matt
Fixed a small issue with the green gambling light
Art test scene WIP/backup
Turn off all exterior lights during daytime.
Fixed the close flare on the new ceiling light fixture
Final playthrough polish on lighting prefab.
Updated explosion_underwater_surface for the new water
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Bullet/blunt/slash/stab water impacts no longer fill rate performance hogs, and look nicer.
Water splash material vertex lit instead of emissive, uses a healthier texture atlas.
Cleaned up old temp lighting from the scene.
Added the lighting prefab and made a few scene tweaks needed for its integration.
Moved the subway entrance lighting to an override group with a culling volume to save on shadow casters.
Exit sign emissive tweak.
Localized FX
Bounce polish
Prefab backup
New prop light spotlight off
Tweaks/fixes to a few light fixture mats.
Prefab backup.
Streetlight detached prefab iteration.
Prefab backup
New light cookies