1,317 Commits over 3,044 Days - 0.02cph!
rotated piano 180 to fix mount and dismount positions
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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
tweakes to water_system values to avoid blotting shaped foam on shore waves
open and shore water wave tweaks, tweaks to foam visibility
ocean and shore wave tweaks
tweaks to open and shore water waves
tweaks to ocean.mat colours
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Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
Added skinned body hair and committing male hairstyle 1, female hairstyle 1 and facial hair style 1 to hair branch.
added male_hairstyle_01 to prefabs on skinupdates branch
Added facial hair meshes and facial hair test, Added female hair textures and materials, Added pubic hair mesh, textures and materials (for imallpor), Added facial hair morph test - all to skinupdates branch.
Added and updated prefabs for hair style 1, style 2, female and male armpit and pubic hair, female and male eyebrows, facial hair style 1 with morph targets
Added temp icons for prefabs
Removed old and erroneous files
tweaked material values and colours on hair materials, wip female variant of hairstyle 1
added temp icons for female hair prefabs
tweaked material values and textures to look more realistic and natural in all lighting conditions. Tweaked alpha values to blend to skin better.
Added female_hairstyle_01 lods
Created and added male hairstyle 02 to skinupdates2 branch
tweaked hair materials to not be as reliant on ssao
added AO vertex lighting to vertex alpha channel on male_hairstyle_02 LOD0
added radiosity bake to vertex colour channel on male_hairstyle_02
fixed up skinning on male_hairstyle_02 and baked out ao on all lods
tweaking values on hair materials to work with non TSAA opacity clip settings
added radiosity lighting to vertex colours on hair meshes, added normal maps for hair caps, starting to rework hair cap material
transferred over haircap materials to new generic shader and added normal maps. balanced colours and alpha clip values for when not using tsaa
removed morphs on facial hair lod 2 and pushed out eyebrow and facial hair lower lods to be more universal
added Halloween collectables
moved some hair files to correct folders. removed now unused hair cap composite and flowmap textures. created new haircap materials. tweaked hair material and texture values to work better with non TSAA. Added hat morph targets to hair styles.
added missing collectible emission texture
Merged hair to hair-impl
tweaked materials and textures, vertex lighting etc
added facial hair style 2 to hair-impl
Fixed material order and made chin geometry look better on facial hair styles 1 and 2, made pubic hair caps look better on non tssaa, tweaked hair strands material and male and female hair styles 2 to look better non tssaa.
added correct materials to male_facial_hairstyle_02 material swapper
Skinned Reindeer Antlers and created icon and item prefab. Added Festive Door Wreath model and materials
added hairstyle 3 male and female. tweaked materials on facial hair 2 to look better and reduced texture size, created skin tone hair presets and applied to players, made pubic hair darker and less contrasty, made female pubic hair smaller in general, WIP work on hair dye, setting up hair colour preset materials and skin tone specific
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)
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
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
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.
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.