56 Commits over 2,527 Days - 0.00cph!
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
better lod distances for turret cctv and turret base
added 2nd flame to script
Disabled useViewModelCamera on Birthday cake 10 prefab
hooked up 10 birthday texture on balloons
removed duplicate lod group
assigned correct world model to trophy 2023
Fixed Coconut_underwear item description spelling mistake from "form" to "from", fixed Chocolate item description, icon, shortname from "chocholate" to "chocolate" 🐎
wooden signs colour tweaks to make them look more like the older wood colour
fake sss foliage material on birthday cakes lods 0 and 1 on world model, projectile - doesn't work with viewmodel
8th birthday balloons texture
added bespoke raw and cooked fish models and added to prefabs
set head, body and facial haircap textures to uncompressed
fixed missing meshes on water_catcher_large and _small static prefabs
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rocket_launcher ao texture (didn't have one before)
added ao map for eoka pistol
fixed broken balloons specular texture and capitalised birthday cake description
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fixed female_asian hairset set to use wrong dyeset, rebalanced hair to look a bit more realistic and reflect light better, especially blondes and auburns
Made water pump legs longer for deep water
fixed missing backface on piano gib
crunched texture on heater emissive to remove unity artefacts
Electric heater model and materials
Tweaked water system prefab variables for less intense shore wave steepness, more natural looking shore foam shapes, more foam at shore, less foam as it merges with ocean water, more variety in ocean water
fixed prop_render scripts on remaining style prefabs
fixed broken prop_renderer script on hairstyles
added hat morphs to lod1 hairstyles so they no longer clip through headwear
rebuilt male_facial_hairstyle_04 with new vertex colour, morphs and skinning
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
hair fuzz and material changes from hair_caps
made light_short mat brightness value 1 from 0.5 and tweaked alpha of diffuse map
took some shine out of dark variant materials and removed backup materials from main
removed skintest prefabs and materials, made ginger more ginger, lightened dark short afro material
Merged hair_caps with main. Fixed beenie hat morph, updated hairstyles 1, 2, facial hair 1, 2, added hair and facial hair 3, 5, tweaked dye colours and values, removed old materials and textures
set specular and roughness values on hair caps to counteract probe changes and then disabled the dyeswapper on those values
added hair dye assets to skin assets. tweaked material values to balance. hair cap base colour needs to be made unique to each material per hair dye asset.
rebaked vertex lighting on hairstyles after shader reflection changes. tweaked textures to allow for dyeing. created hair dye materials for head, facial and body hair. creating dyesets.
Fixed some floating geometry on light facial hair 01 chin area. Tweak hair materials to have less specularity in shadow. More dye material presets. Re-enabled dark to use more than hairstyle 03
fixed floating geo on male facial hair 01 and added a bit more density on chin area, fixed wrong morph target order on female eyebrows, creating dye material sets
disabled eyebrow materials on non TSSAA, created separate eyebrow strand materials, condensed skin player asset files down to asian, light and dark female and male, (removed #01, #02, #all etc)