924 Commits over 2,740 Days - 0.01cph!
converted f1 grenade to use specgloss
made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
removed old unused ice textures now we have the composite texture
tweaked ice sculpture IO input rotations, also rendered new icon
set dayaans material values to the default, tweaked tiling of cracks slightly, tweaked ice colour to be a bit more blue in anticipation of the ice_composite texture consisting of R - albedo G - Height - B - Smoothness - A ao. Old textures can now be removed once Dayaan has hooked up the new texture
tweaked emissive slightly to be less blown out
set base emission to off on christmas lights
fixed lod1 uv1 for emissive broken
set up emissives and diffrent light colours + materials
added IO artwork and light to ice pedestal, added emissive on UV2, added to gibs, set up IO positions and test emissive materials
icon for twitch rivals flag
made flag fabirc twitch purple, added world model, rebuilt male and female prefabs to use correct name
removed one side of the fabric so it looks more flag like, made backpack dark so it looks unique
tweaked transmission mask on birthday cake to be less glowy, made jam a bit more vibrant. Also reduced transmission mask texture size
twitch_rivals_flag initial model and prefab setup
added temp material values that I think make the ice look better - changes and request written up on task comments
better gibs and saved better icon position
ice sculpture pedestal gibs first pass
mesh collision for ice sculpture pedestal
ice sculpture pedestal model and materials. need to do lods and gibs and asset cleanup
fixed 3rd person cake to display corredct birthday number, also tweaked materials for better SSS and jam colour/height
WIP new meat models and materials
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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