8,093 Commits over 3,867 Days - 0.09cph!
Velocity inheritence fix.
Fixes
Dirt trail iteration.
WIP lighting & related files.
Turret laser FX.
Neon texture adjustments.
Added neon emission to lighting prefab.
2-stage exhaust prefab. Idle+Driving.
Lighting prefab & related mats & textures
Full revamp of Scrap Transport Heli damage FX, with different damage levels better represented in the instrument panel.
Made scrap transport lighting not be so performance heavy.
Scrap transport instrument panel lighting tweaks. More gauge focused.
Rotor wash final distance and visual iteration.
Revamped CH47 lighting.
CH47 interior lighting no longer performance hogs everybody within network range.
FlaslightFlare_HDRSphere material fix. (Seemed to not render anymore.)
Small RotorWash variant.
Updated ground effects on all remaining helis.
New rotor wash FX prefab
Applied to Scrap Transport
Heli ground effect raycast threshold changed to 40 from 80 in BaseHelicopter & PatrolHelicopter
Volumetrics track light changes.
Small ground flame prefab for spreaders.
Applied new FX to oilFireballSmall Bradley loot.
New ground fire with smoke prefab for general vehicle debris and timed loot.
Damage materials that belonged to this branch.
Water trail improvements.
Extra wheel FX sorting for the trike.
Fixed positioning on sand trails.
Buncha movement fixes.
Adjusted a few things to work around the legacy code that messes with PFX.
Adjustments for the new script edits.
Tread debug.
Tracer_reddish consistency with cannon tone.
Fixed issue where muzzle flashes would collapse in on themselves from one angle only.
Main cannon impact improvements.
Adjusted FX behave better to occasional rapid movement and sudden directional changes.
Performance: Made Bradley mid-air cannon tracers not have super expensive shadow casters, and adjusted light to compensate.