1,540 Commits over 3,926 Days - 0.02cph!
Somewhat experimental optimisation pass:
Tattoo textures are compressed and generate mipmaps. Reduces a tattooed player's cost from +8.4mb in ram and +8.4mb in vram to +2mb (just in vram) compared to non-tattooed players
Update all skin materials with tattoo values, tattoo enabled defaulted to off
Male body material setups
add preview material tattoo option for easier testing
Branch with _HasTattoo so non-tattooed players don't cost any extra
Tattoo fading pass
Irritation converts to blur over fade to reuse existing samples
This is baked in the tattoo compositor (on the GPU if possible) so old tattoos stay blurred while new tattoos are sharp
Faded tattoos also gain a blue/green tint as if the pigment has faded
All somewhat experimental and subject to performance benchmarks
Give live and old layers seperate visibility values (fixes fade applying to new tatto ink in live painting)
Min fade value so even brand new tattoos are slightly transparent
Updated default view so it's not your bare ass
MeshPaintable3D uses 16-bit unorm UV buffer instead of Half float. Increases precision up to 32x without increasing memory since all 3d painted meshes have UVs in the 0-1 space. Fixes blotchy and jagged brush strokes. Also effects egg suit.
Restore opacity slider to tattoo UI
Changed tattoo UI to sample colours from a .asset instead of colour picking from an image so we can use tattoo-appropriate colours (currently uses same colours as before except black)
Add bump effect to tattoos
Tattoo layer tweaks, subdermal+ink layer
Some test assets
Set up custom offset in alien costume
Prototyped added custom bone option in wearableholsteroffset override
Uses GetTransformSlow so we can use it with the bone retarget component
Brigthened the room lighting slightly
Add a default shot to charactershotsettings
Add fov settings to charactershotsettings
Value tweaks
Lighting balance in characterstage, room is a bit darker
Disabled ~20 lights that weren't really doing anything
Some charactershotsettings tweaks
Initial pass, helper scene/player model guide prefab for easier balancing
material updates post shader changes
crowflock prefab uses single emitter now
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
Material fixes
Added test flock prefab
Plague hazmat icon uses legacy bind pose to match other hazmats
legacy bind pose setting works in renderer window, not just the prefab value.
bull/calf/cow use old bias map
merge from Cow_pattern_testing
added debug visualiser to fur shader
Set up procedural materials on cow/bull/calf
Added temp pattern tester to LOD0 renderers
Hair smears in bitangent direction instead of tangent
merge from fur_shader_improvements
enable mipmapping on tiger textures
enable mipmapping on polarbear textures
visual pass on existing fur materials
Updated fur shader to use the standard shading model, fixes broken specular path, broken fresnel, simplifies fur parameters.
merge from livestock_animals
Added pattern tester script
Some material updates
First pass procedural cow pattern shader
minor tweaks to wood glove model for skinviewer
Added posed wood gloves for store page
merge from livestockanimals
triangulated workshop source for wood armor gloves