8,469 Commits over 4,018 Days - 0.09cph!
Fixed & improved the frosty breath effect.
Various VFX translucency improvements.
Manifest
Fixed pink animal footstep vfx
Footstep vfx positioning polish.
Stripped pixel displacement from terrain splat reference materials.
Manifest.
Converted the 10 trillion different footstep/jump/land for each splat & shoe type so they use nested prefab effects. Makes them managable to edit.
Final batch of ground effects
Splat effects progress.
Ground effects moved to Low Resolution render pass.
Working set of new ground effects
Adapting ground effects to the new shader WIP
Shimmer material doesn't mess with censorship.
Improvements to damage effects while driving fast.
Camera soft fading the smoke particles to make them less distracting while driving.
Check engine light fixes on 2 modules.
Exhaust VFX tweaks.
Border vehicle headlight mipmaps to fix edge seams sometimes popping up.
Various vehicle interior/dashboard tweaks.
Less annoying volumetric noise on headlights
Slightly better mip filtering on dash lights for lower resolutions
Various vehicle VFX iterations
Engine vfx iteration.
Tweaked lerp values in engine script.
Jump effects for new splats and water
Water effects WIP
More file organization & cleanup
Terrain splat vfx optimization WIP
Player>terrain surface effects WIP
All remaining impact VFX, sans generic & water, pending shader stuff.
Related file sorting & cleanup.
More terrain splat impacts.
More voluptuous shading on other new impact debris in general.
Even more terrain splat impacts.
Standalone reference materials for all terrain splat types.
Merge fixed streetlights.
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RustButton.Grey stylesheet.
Video button styled with it.
MenuUI.Companion widget iteration & related assets.
Fixes for metal & wood impacts.
Manifest & scene.
New better bullet impact effects for concrete, flesh, glass, metal, metalore, rock, sandbag, wood