6,271 Commits over 4,414 Days - 0.06cph!
Added a gambling den with poker tables & a market to the Hapis Compound
Fixed the disabled mini-monuments.
More Physmat impacts & HDRP conversions.
PFX scene backup.
merge from card games (light fixtures & related files)
Bandit town gambling lighting update + s2p
Gambling light cord mesh is standalone, for variable length scaling.
Gambling light prefab setup, effects & color variant.
Gambling light texture & material improvements.
Optimized size & compression. Marked some _unused that aren't worth the memory usage atm.
Vertical offset on emitter
L/R directional bird emitter
Reworked the flipbook so that the bird doesn't jerk back and forth
Weapon impact & explosion stuff WIP
More files from HDRP.
Sorting & material fixes WIP.
Backporting new effects from HDRP - WIP
Train friction sparks FX into a basic prefab until we implement it.
Topo mask changes to fix some fields that weren't receiving all field spawns
Remaining puzzle additions for patch. All corners of the map now given equal red card rights, give or take.
Workcart interior dashboard indicators & damage effects.
Workcart decals are alpha clipped instead of blended, because of artifacts when you shine dynamic lights at them in certain ways.
PFX Scene backup (Workcart effects + interior dash stuff) & related files
Reworked Workcart lighting
Slots emissive effect 2/2
Reworking slot machine mats/textures to support emissive 1/2
Slot machine effects, light tweaks & texture optimizations
More bespoke puzzle things.
Two new red keycard locations.
Inner Site C keycarded.
Slightly lower saturation on FluorescentLightCold.mat
Site C lighting and minor layout tweaks
Fixed spotlight warm prefab actually having a cool light (?)
Scene backup & new light prefab
Glass mat change nudged back a bit
Cherrypicking AmbientLightLOD bugfix
Testing tad lower opacity on glass.mat for light/shadowing purposes
Lighting/monument things backup
Scene Backup / exterior lighting
Lighting & roadsides backup
Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
Hapis: Fixed falling through terrain and into the southern tunnel.
Fixed that one noob-swallowing terrain trigger near the convoy mine.
Enabled missing red keycard compound in the north
Fix for Hapius Military Tunnel CullVolume NRE
Hapis: Various LOD improvements, especially on key cliffs and landmarks.
Too many other fixes to count (Thanks for all the bug reports!)
Added Airwolf back into Hapis
Also beware Hapis dumpster divers: Junkyard piles are hella radioactive now.
Buncha other tweaks.
Hapis river flows downstream again. Next-gen.