8,093 Commits over 3,867 Days - 0.09cph!
Improved lighting on deployed C4
Phase 1 mergable (Grenades & placed explosives)
Beancan fizzle fx replacement. (Was concrete impact)
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Applied everything to grenades.
Some iteration on fuse FX and more.
Prefab application & fixes.
Finalized & prefabbed wall mediums and large.
Iterating.
Large wall variant.
Mods for surface mounted explosions.
Directional surface stuff WIP
Hemp slightly more neon for visibility
Optimized the crap out of Large Furnace lighting, with close proximity placement spam in mind.
No shadowcasters needed anymore and should also fix bounding box smoke flickering.
Same treatment for VM weapon flashlight
Tweaked flashlight lighting setup to faciliate our creative look-down pose
Minor bounce shift to fix stray spec.
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
new cookie & volumetrics on all projectors
fixed consistency between 1p and 3p
1P volumetric tests
Updated cookie
merge from flashlightfixes
Flashlight fixes (safe version, ball fixes only).
merge from ocean-override-curves
merge from world_update_2
Merge from underwaterlights (max depth darkness toned down)
Tuned max depth darkness down further.
Merge from underwaterlights
Falloff tweaks. Brighter shallows.
Merge from underwaterlights
Merge from world_update_2
Functional but terrain gen weirdness remains.
Underwater light extinction fix test
Offset fuckery
Decor genocide
Mild river speed flow tweak
pfx tweaks
Fixed custom vertex streams on manpad fx
Merge from Frontier_HighCaliberRevolver
parented the new 1p bullet drop to something other than the gun