userTaylor Reynoldscancel
reporust_rebootcancel

1,551 Commits over 3,926 Days - 0.02cph!

4 Days Ago
Updated crow flock model with far lod
10 Days Ago
merge from tattoos/art_pass
10 Days Ago
apply tattoo material properties to viewmodel material
10 Days Ago
Update viewmodel arms with UV1 that matches the body UV1
10 Days Ago
adjust hands.male bounds so they don't disappear in the tattoo tpose
11 Days Ago
merge from viewmodel_skinning_update
12 Days Ago
merge from main
13 Days Ago
blur/bump taps lod out, reducing texture reads when not needed
13 Days Ago
merge from main
13 Days Ago
Alien costume protection changed to bone armour Occupation slots match bone armour
14 Days Ago
merge from lighting pass
16 Days Ago
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
16 Days Ago
Update all skin materials with tattoo values, tattoo enabled defaulted to off
16 Days Ago
Male body material setups
16 Days Ago
add preview material tattoo option for easier testing
16 Days Ago
Branch with _HasTattoo so non-tattooed players don't cost any extra
16 Days Ago
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
16 Days Ago
Give live and old layers seperate visibility values (fixes fade applying to new tatto ink in live painting)
16 Days Ago
Min fade value so even brand new tattoos are slightly transparent
17 Days Ago
Updated default view so it's not your bare ass
17 Days Ago
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.
17 Days Ago
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)
17 Days Ago
Add bump effect to tattoos
17 Days Ago
Tattoo layer tweaks, subdermal+ink layer Some test assets
17 Days Ago
Set up custom offset in alien costume
17 Days Ago
Prototyped added custom bone option in wearableholsteroffset override Uses GetTransformSlow so we can use it with the bone retarget component
18 Days Ago
Brigthened the room lighting slightly
18 Days Ago
Add a default shot to charactershotsettings Add fov settings to charactershotsettings Value tweaks
18 Days Ago
Lighting balance in characterstage, room is a bit darker Disabled ~20 lights that weren't really doing anything Some charactershotsettings tweaks
19 Days Ago
More tweaking
19 Days Ago
Initial pass, helper scene/player model guide prefab for easier balancing
20 Days Ago
mesh and model tweaks
20 Days Ago
material updates post shader changes crowflock prefab uses single emitter now
20 Days Ago
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
20 Days Ago
Material fixes Added test flock prefab
20 Days Ago
Crow model/materials
33 Days Ago
Plague hazmat icon uses legacy bind pose to match other hazmats
33 Days Ago
legacy bind pose setting works in renderer window, not just the prefab value.
34 Days Ago
merge from Plague_Hazmat
51 Days Ago
bull/calf/cow use old bias map
53 Days Ago
merge from Cow_pattern_testing
53 Days Ago
Sheep traits setup
53 Days Ago
added debug visualiser to fur shader
53 Days Ago
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
53 Days Ago
Hair smears in bitangent direction instead of tangent
53 Days Ago
merge from fur_shader_improvements
53 Days Ago
enable mipmapping on tiger textures
53 Days Ago
enable mipmapping on polarbear textures
53 Days Ago
visual pass on existing fur materials
53 Days Ago
Updated fur shader to use the standard shading model, fixes broken specular path, broken fresnel, simplifies fur parameters.