8,594 Commits over 4,079 Days - 0.09cph!
Cleared the old v2 light fixtures folder for merge unfuckery.
Adjusted the cargoship exhaust for some of those 2fast2furious turns.
Disabled light occlusion culling on the cargoship until it's made dynamic compatible.
military_tunnel_1 for merging.
Muzzleflash test scene & some files.
Rig2 light culling & distance improvements.
Miltun: fixed some bugs & added localised haze to the mining tunnels.
Miltun light LOD distances.
Light LOD distances in miltunnels WIP.
Various miltunnel fixes & optimisations.
Preliminary light culling added to the mil tunnels.
Fixed broken flares in the mil tunnels.
Cloning vat fx improvements.
Fixed fumes & sparks in tunnels.
Disabled the shimmer on hobobarrel_static.
Moved some mats away from the decal shader.
Ship exhaust.
Ship style2 deck lighting/fx WIP.
Cargoship exhaust fx.
Fixed some ship mats that weren't GPU instanced.
When you thought your last fix was the last fix.
More fixes.
Removed the buzz from non-fluorescent ship lights because it's driving me nuts.
Cargoship light bleeding issues.
Ship spotlight flares actually work.
Ship flare mat render queue doesn't conflict with window mats.
Ship cargohold light fixtures set to dynamic LOD.
Few things into shared bundle.
Final cargohold sans occlusion trigger zones.
More ship stuff.
CraggyIsland.Naval for Diogo.
Cargoship improvements WIP
Squeezing more perf out of the big rig.