8,343 Commits over 3,957 Days - 0.09cph!
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Topside lighting mods to facilitate house changes WIP
Topside adjustments for the new cabin interior.
S2P
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Fixed bad positioning on the distance flare.
New corridor lighting and some surrounding tweaks to facilitate
NV Scientist secondary light additions.
Minor related mat tweaks.
Fixed NVScientist mask emissive not being like in the cinematic branch.
Optimized some texture sizes and params.
Fixed missing fire damage and heat triggers.
NMS S2P
Tweaks to the underground lighting.
New worklight fixture to further highlight the warhead + surrounding tweaks.
Disabled all light occludees because cull volumes handle it.
Blanket increased light LOD distances also because the cull volumes will handle that.
Reworked button house to have a new worklight providing focus on the hatch button
Zeroed prefab coords because OCD
Worklight_single prefab setup
Tweaks to the worklight emissive.
Texture optimizations.
Final'ish sans new worklights.
Fixes. 1 less shadow caster.
Fixed the blurred rotors not casting shadows.
This was supposed to be clamped.
Scene backup.
UI.Dialog.AttackHeli elements. (Some assignments and code tweaks left for BillB)
Final'ish gunner screen
Cleanup
Progress with new shaders
Layer order for ClearAlpha
Messed up auto exposure WIP for UI elements
Can't remember what I changed, but it was something.
Stop HUD from going ridiculously wide.
Compass texture tweaks.
Positioning polish & naming convention
New lo-fi digital compass strip
UI progress & related image tweaks.
Various gunner screen UI and post stuff WIP
New post filter from Diogo
Optimized rotor blur texture placeholder.
Split AH UI sprites into LoRes/HiRes variants.
Ground effect tweak/fix
Fixed cockpit headlight indicator
Small lighting prefab fix.
Warhead area lighting tweaks.
Warhead emissive wrap clamped against MIP bleed.
Tweak on warhead material emissive and AO params.
Texture size optimizations.
Unlinked some fluor lights from the prefab because they are all so custom anyway and I want to fiddle with the base prefabs later without breaking this stuff.
Remaining lighting prefab tweaks from the list.
Adjusted LOD distances with future cull volumes in mind.
Fixed file_cabinet_b's broken shadow proxy.
pallet_boxes_b uses the backface culled material variant instead of being rendered twice
Lighting tweaks WIP & related mats & post profile.
Potted_plant_a uses its textures for shadows. Untextured polygonal shadows looked a bit silly.