6,245 Commits over 4,414 Days - 0.06cph!
Added softer whispy mat.
Dev concrete mat fix.
Prefab iteration.
Rock & concrete iteration/fixes
Scaling fix.
Sandbag hit update.
Cloth, clothflesh, concrete, metalore
RNG'd occasional high impact hits, because all hits being samey is boring
Finalized metals & distance scaling.
Metal impacts with new atlases.
New spark atlas to replace the old pixelated mess.
Scene backup.
More physicsmats & related files.
Lighting tweaks.
Viewmodel renderer script to the long range bulb (but lacking code support to function atm)
Fixed the 3 flare dispension prefabs. Orientation and de-linkage.
Viewmodel render setup for FX/lights
Fixed ember material disconnect in manpad rocket trail.
Fixed bulb colors.
Darkened the PCB behind the bulbs for additional contrast during daytime.
Green & yellow bulb meshes
Force NVG scale 1 and distortion 0 in profile.
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
Consistency pass with new impacts and bullettype additives WIP
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.
Ground fire experiments with new 2021 freeform particle stretching feature.
Explosion post params/timings