8,464 Commits over 4,018 Days - 0.09cph!
Compound progress.
More mat fixes.
Compound WIP.
Random prefab & mat fixes.
Compound progress.
Neutral diffusion profile for generic translucency. (ie fabrics)
Awning variants fixed.
Light prefab fixes.
Compound WIP.
Buncha mat fixes.
Wiped some unused blank maskmaps.
Cargoship prefab variants. (Interior culling script pending)
Various material fixes.
Converted remaining areas of the cargoship.
Ship bridgehouse & bridge interior.
Better lightgroups.
Cleanup of old crap.
Added two more backup light boxes to raise disabled visibility from the outside.
Trying automatic culling mode on exhaust vfx to maybe fix the spritesheet animation occasionally glitching out.
S2P excavator
Fixed trigger issue on engine exhaust.
Fixed particle+volumetric sorting glitches.
Engine exhaust vfx.
S2P Excavator.
10% more player velocity on belts.
Engine room strobe perf optimization & wall bleed fixes.
Building ambient dimmers in the engine room.
Merge from excavator_fixes
Backup lights aren't white when off.
Lights turn off during daytime.
Cleaned some disabled leftover clutter.
Added a PainSource to the first and second rubble drops when engaged.
Fixed some yawer light LODs not being dynamic.
Manifest & related excavator files.
Various other small stuff.
Scene & prefabbery.
Illuminated control panels.
Emissive for powered control panel.
Better cabin and headlights.
Various other stuff.
Better culling distances on the topside.
Remaining statics.
Cull distance pass.
Scene backup.
Fixed GPU instancing being off on all excavator mats.
New backup lights & lighting prefab wip.