1,567 Commits over 3,957 Days - 0.02cph!
Mesh patintables use box filtering so stencils don't look aliased and pixel-y
Make stencils menu scrollable
Bulk update of all 32 clothing prefabs items that contain skin to add the tattoo UV1
male/female body LOD updates with tattoo UVs
Added tattoo stencils from concept team
Tattoos survive shuffleplayerseed, to make testing a bit easier (and they mostly transfer between male/female)
Tattoos get applied to clothing renderers with playermodelskin components
Female body UV1 for tattoos
merge from stencil_changes
expanded tattoo ink colours
Stencils now overflow correctly in menu
add some placeholder stencils for testing
Moved stencils to a seperate tool (like eraser, brush, colour picker)
Eraser/stencils/brush get different slider values (so brush is small like a tattoo needle, stencils can be stamped much larger)
Clan logo appears in stencil section instead of brush
Stencils can't be tinted
restrict brush type and size
merge from remove_snake_sss
Light ink opacity value in shader, brighter ink contributes a little less than darker ink to avoid colours being too intense/saturated
Simplified tattoo colours
Updated crow flock model with far lod
merge from tattoos/art_pass
apply tattoo material properties to viewmodel material
Update viewmodel arms with UV1 that matches the body UV1
adjust hands.male bounds so they don't disappear in the tattoo tpose
merge from viewmodel_skinning_update
blur/bump taps lod out, reducing texture reads when not needed
Alien costume protection changed to bone armour
Occupation slots match bone armour
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