899 Commits over 2,710 Days - 0.01cph!
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changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
merge from seaweed_dressing
divesite_plane_lod1 intersecting face fix
junkpile_water and oceanwreckbuoys seaweed dressing
added render batch scripts to seaweed clumps and increased lod distances for less pop
re-linked divesite prefabs, cleanup of folders
created noatlas concrete barricade variant and applied to concrete barrier prefab so lod1 has same uvs and material as lod0 on the deployable version
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
better default locker specular
fixed survey charge lodding and culling too early, fixed broken materials on LOD1
set oceanwreckbuoys to use standard shader to fix broken shadow - thanks Ryan you're the best
added 4k cinematic textures for HCR
removed HCR cinematic textures
cinematic 4k textures for HCR
added dpv gibs, added to prefabs, working on deployed but not w_ at the moment
merged from fire_extinguisher
fire_cabinet deployed gibs test - not to be merged
renamed mushrooms.mat to mushrooms_red and added other colour variants. changed to metalness workflow and added slight transmission plus easily tintable in the detail map
wallpaper icon file wasnt checked
more fish shoals, tweaked fish_shoal_small pivot as it was offset
lobster trap and boat lods and collision. starfish and crab, set dressing
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
added meshcull (15m) to seaweedplane prefab, tweaked max salmon size down to 3 from 4, divesite_e more foliage
new rocks, seaweed dressing, decals, seaweedplane placement and made prefab
boat vertex colour, fish shoal tweaks, a lot of set dressing and balancing
renamed to divesite e, added rope, barrels, fish shoal, set dressing
temp prefab so we can work on the same scene
removed old underwater plants textures
removed unused lights, underwater_plants roughness tweaks
updated underwater foliage wip. fixed alpha cutout issue on twig_diff.mat, test scene wip
mussel clumps, mussel clump transparent, mussel tiling material
new mussels tiling material
barnacle_tiling_orange variant
added underwater mask to crittermovementshader
tin can alarm gibs new setup with centred pivots and enabled precision, fixed it falling through floor
tin can alarm gibs colliders
env_fish correct values on main camera