8,345 Commits over 3,957 Days - 0.09cph!
Pass on snowmobile secondary surfaces fx (custom snowmobile position fixes pending)
Use bespoke dirt FX for snowmobiles instead of generic wheeled vehicle.
Fixing all the snowmobile FX that got broken in some prior commit, part 1
Temp building exposure post file for later
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Shifted some render queues around slightly to hopefully end up with fewer transparency sorting issues.
Headlight element from parent snowmobile prefab defaults to disabled on the custom one.
Fixed Tomaha headlight mesh sometimes not being visible.
Recovered skiVisualAdjust & skiVisualMaxExtension parameter changes that snuck into the old headlight movement commit.
Revert headlight movement.
Restored the proper Tomaha head and taillight setup that got reverted back to the old buggy state at some point.
Fixed wind turbine light flare issue
Added research base localized effects for buildings + s2p
Fixed FX positioning on the homemade snowmobile.
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More surface material FX into snowmobileBase (WIP)
Nixed the asphalt spin because the car fx doesn't fit it
Ski sparks on asphalt 1/2
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Snowmobile FX on snow WIP
Better lit snow kickback fx material files.
Retroactively applied to cars too.
Added snow on terrain for testing
Optimization pass on all snowmobile textures & mats
Remaining sculpts for south secondary islands
Remaining sculpts on big south island
Little bit more scene stuff
1.1 blend factor didn't save properly on some materials
Fixed cliff/formation materials having all kinds of different shore wetness falloff settings, and instead made them all be consistent with the terrain settings
no_terrain cliff material variants for special purpose use
Starting to smell the end of this desert madness
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