6,392 Commits over 4,141 Days - 0.06cph!
MIP stream disable on a buncha bradley/mlrs/codelock static stuff.
Ziggurat lighting prefab WIP
Fixed terminals casting a light when not in use.
Fixed terminals casting a light when not in use.
Redid the large furnace lighting optimizations and flicker fix
MIP tweaks & texture size optimizations
Tested turning off MIP streaming on the base atlas.
Subtle hue difference in the eye reflection of a panther vs a tiger.
First pass of jungle color grade (not applied, needs a script amendment)
Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
Attack VFX (Not using IK script for now because script bug.)
Trail ready for mirrored orientation.
Even more orientation fixes.
Midair visibility WIP.
Texture optimiziation.
Slash instead of blunt dmg.
Material optimizations.
Moved Code lock light bulbs from a mesh to a fresnel opacity'd quad, to fix distance flickering when not using temporal AA.
Damage effects.
Added low/high power FX differences.
Final polish.
Fuel generator has an exhaust FX when active.
Revamped heater and fixed mipmap light bleed.
Electric furnace doesn't spew embers.
Tesla coil shadow opt.
Lotta bullshit to stop electric arcs from penetrating walls WIP.
Siren- & strobe lights.
Added a twin-beam siren light emission texture.
AND, OR, XOR, SSwitch & Timer lighting overhaul.
Facelifted the blocker family.
Logic gates
Codelock files
Scene backup
HBHF emission polish & light radiation.
Progress / lotsa material and texture performance optimizations.
HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
Files for deployment zone visualization.
Fixed a few bees briefly escaping from the next jar after a grenade throw.
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Disabled the post processing trigger on the explosive ammo additive prefab.