902 Commits over 2,710 Days - 0.01cph!
tin can alarm gibs colliders
env_fish correct values on main camera
added shoals to junkpile_water prefabs
added shoal fish to env_fish on main camera and tweaked numbers and values of all fish
removed crustaceans material and replaced all instances of it with barnacles material,
barnacles tiling material
seaweed mat , albedo and transluceny tweaks - darkened root, desaturated
swimming fish, added min and max scale on fishswarm script, changed fish speed and spawn frequency
cherry pick from
101558 fish swim shader
fixed lod3 displaying incorrect material, set lod distances to the same as the other toolcupboards
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
tin can alarm cinematic material/textures
reduced texture size on tin_can_wire to 256 x 64
wire material setup and thickness
tincanwire mat and materials (need to work out uvs)
deploy model for tin can alarm
split off cans with their own pivot
tin can alarm art, lods, gibs, art prefab setup
merge from sbtoolcupboard branch - added to render scene
rebuilt trike lods, flipped normals and duplicated on lod3 wheels, reskined, moved lod3 distance to 5% (was 10%)
better lod distances for turret cctv and turret base
lod distances, lod4 stays longer
tweaked emissive indicators so they dont pixelate at range
emissive tweaks for lods, reversed indicators so they function like real ones (off default) , tweaks to lodding values especially turrets
vm_screen atlassed emissive
emissive tweaks. less ring around the indicators
set up left indicator - functions great other than going black when off. right indicator not working yet
applied brake material colour changing across lods
better brake light and tail light colours
better tail lights especially on lods
fixed left rear indicator on lod1, tweaked rear taillights emissive colour on material, brakes are broken again
positioned rightiside screen and keypad correctly
lods, emissive on atlassed lods 3 and 4, trying to get lights working
moved turret bracket to correct position
4k cinematic textures and materials
I've made it worse but the lights are using the correct UV on the glass now. Petur please save the day
tweaked colour on light mat
tweaked light position on vendor truck slightly to help avoid ring, tweaked uvs to avoid light bleeding, tweaked indicator colour to be more yellow on rear
fixed correct uv channel on transparent emissive , fixed bleeding edge on truck lights
updated handcuffs cinematic to be rigged