userTaylor Reynoldscancel
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1,540 Commits over 3,926 Days - 0.02cph!

Yesterday
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
2 Days Ago
Update all skin materials with tattoo values, tattoo enabled defaulted to off
2 Days Ago
Male body material setups
2 Days Ago
add preview material tattoo option for easier testing
2 Days Ago
Branch with _HasTattoo so non-tattooed players don't cost any extra
2 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
2 Days Ago
Give live and old layers seperate visibility values (fixes fade applying to new tatto ink in live painting)
2 Days Ago
Min fade value so even brand new tattoos are slightly transparent
2 Days Ago
Updated default view so it's not your bare ass
3 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.
3 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)
3 Days Ago
Add bump effect to tattoos
3 Days Ago
Tattoo layer tweaks, subdermal+ink layer Some test assets
3 Days Ago
Set up custom offset in alien costume
3 Days Ago
Prototyped added custom bone option in wearableholsteroffset override Uses GetTransformSlow so we can use it with the bone retarget component
4 Days Ago
Brigthened the room lighting slightly
4 Days Ago
Add a default shot to charactershotsettings Add fov settings to charactershotsettings Value tweaks
4 Days Ago
Lighting balance in characterstage, room is a bit darker Disabled ~20 lights that weren't really doing anything Some charactershotsettings tweaks
5 Days Ago
More tweaking
5 Days Ago
Initial pass, helper scene/player model guide prefab for easier balancing
6 Days Ago
mesh and model tweaks
6 Days Ago
material updates post shader changes crowflock prefab uses single emitter now
6 Days Ago
Add particle stream toggle to crittermovement shader so mesh particles get a per-particle flap
6 Days Ago
Material fixes Added test flock prefab
6 Days Ago
Crow model/materials
18 Days Ago
Plague hazmat icon uses legacy bind pose to match other hazmats
18 Days Ago
legacy bind pose setting works in renderer window, not just the prefab value.
20 Days Ago
merge from Plague_Hazmat
37 Days Ago
bull/calf/cow use old bias map
39 Days Ago
merge from Cow_pattern_testing
39 Days Ago
Sheep traits setup
39 Days Ago
added debug visualiser to fur shader
39 Days Ago
Set up procedural materials on cow/bull/calf Added temp pattern tester to LOD0 renderers
39 Days Ago
Hair smears in bitangent direction instead of tangent
39 Days Ago
merge from fur_shader_improvements
39 Days Ago
enable mipmapping on tiger textures
39 Days Ago
enable mipmapping on polarbear textures
39 Days Ago
visual pass on existing fur materials
39 Days Ago
Updated fur shader to use the standard shading model, fixes broken specular path, broken fresnel, simplifies fur parameters.
39 Days Ago
merge from livestock_animals
40 Days Ago
Added pattern tester script Some material updates
40 Days Ago
First pass procedural cow pattern shader
41 Days Ago
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41 Days Ago
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51 Days Ago
minor tweaks to wood glove model for skinviewer
51 Days Ago
Added posed wood gloves for store page
53 Days Ago
53 Days Ago
merge from livestockanimals
60 Days Ago
triangulated workshop source for wood armor gloves
60 Days Ago
merge from main