127,264 Commits over 4,109 Days - 1.29cph!
Fixed icon render skin shading
Changed skin materials default tint to not albino
Fixed lantern glass refract shader
rocket crane lift animations, prefab, controller
Rocket factory cover placement
Fixed player preview transparency
Fixed skin tones too dark compared to previous + tweaked spec maps for reduced saturation
Rocket factory / finished roof dressing / added ladder triggers
Replaced skin color scale with skin material base color brightness
Reduced LOD popping on weapons
Rocket factory / room dressing / additional doors and ladders
Fixed lit emissive smoke vertex lighting; e.g. heli lit smoke
space_center_office_bld_b wip
level update
moved launch_site silo to industrial structures folder, standalone model
moved launch_site warehouse to warehouse folder, standalone model
pavements modular set WIP
scene re-arranging the office side flow, decluttering a bit
Added rust/std particle for consistently lit particles + opaque/cutout deferred path
Fixed wood and cloth flecks impact particle materials
Added useVertexNormal and doubleSided lighting option
Reduced albedo on rotor materials for heli and cargo plane + enabled normal and double sided
Scene stuff.
Fixed the pine tree that someone made neon-green.
Fixed the baby pines that somehow received growth hormones.
More rotor material tweaks
Disabled secondary light spec highlights on water surfaces
Fixed skin ss scatter not working
Updated core generic shader
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Some sidewalk texture polish, looking more multipurpose, grid alignment on meshes
couple more pavement pieces to play with
Fixing readable flag on driftwood clutter meshes
Improved vertex lighting correction + touched relevant shaders
Tweaked rotor materials and plane trail to proper values
planters models/prefabs wip dressing
level backup