8,594 Commits over 4,079 Days - 0.09cph!
Weapon attachment type icons.
Scene.
Overengineered vitals WIP
Fixed some assets that were creating useless mats on fresh lib.
Milder bandit town fog.
Tuna light shadows using more forgiving settings, less prone to bugging out on certain assets.
Bandit town lamp post prefabs have a milder glow. Tweaked falloff on their distance flares.
Bandit town S2P.
Cherrypicked hdrp/ui_fixes
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UI fixes/polish on branch pending testing.
New compass with evenly spaced notches and no stroke.
UI basic shapes folder & some files.
Unused cleanup.
Various scene & mat stuff.
Quick rad & cold post tweaks.
Finished converting Compound.
Scene backup.
Mat/texture fixes.
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.