1,610 Commits over 3,317 Days - 0.02cph!
fixed missing cached texture
ported over material and skinning tweaks to correct branch
rebaked normal on backpack and re exported lods to correct some bad normals from thin triangles , also applied to world model
Fixed Coconut_underwear item description spelling mistake from "form" to "from", fixed Chocolate item description, icon, shortname from "chocholate" to "chocolate" 🐎
toggled generate mipmaps on molotov icon
re-rendered molotov icon without flames
tweaked trophy nameplate texture again, rendered icon
trophy texture changes, added writing squiggles to nameplate
new trophy model and textures
tweaked liquid material values, removed old unused textures and materials, set up view and world model liquid values, removed vertex alpha flame on wrong bits of cloth
removed middle line dirt smear from molotov cocktail
wooden signs colour tweaks to make them look more like the older wood colour
molotov liquid shader back for Bill to test
renamed flashbang to correct view and world naming system, recaled 2.5x, tweaked glass material, added powder inside on view, lods 0 and 1, tweaked normals
reduced texture sizes on poweder
tweaked flashbang glass transparency and metalness, added power mesh with tiling material for viewmodel and lod0, will add something to the opaque material
fixed flashbang vw materials, still very much wip
merge from thrown_weapons
removed refract material on molotov - also doesn't work in viewmodel. added Flashbang, working on glass materials
changed molotov cocktail to no longer use the liquid material as it wasn't working with motion blur, and have set up a refraction material to replace it. UV and mesh tweaks, and rebaked out normal map to fix a reflection pixelation bug, removed backfaces mesh
updated wooden signs model, textures, lods, gibs, icon, prefab
reduced npc fish to 1 material each, added new *fish_swim model so that the line-caught fish still look correct with 2 materials
changed fish to include swim shader and removed rigged/bone anim fish
changed up dogtags to use paintable mask to be tintable to any colour, removed old red and blue albedos, added plain variation (but kept metal rough the same so it really does look plain)
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
moved 150x200_05_90bend away from wall a little
added catfish, catfish skinned with lods and materials
updated eye part of texture on fish and added scatter bits to normals
moved shoal fin's rear bottom fin on uv2 so it animates aligned with the body
updated salmon to have a more salmon like shaped head, added orange roughy deep sea fish, model, skinned variant and materials
added salmon and salmon_skinned plus materials
skinned up current fish to existing rigs
fishing bobber model and materials
300x200_04 curved now its own piece, moved 150x200_05 back so it touches the wall, moved the wallvent planes on all applicable pipe meshes to not clip the walls
rohans latest version of crittermovement shader
Set submarine greeble prefabs to be the flat version, created new curved versions and 90degree bend versions of all pieces, made pieces tile much better, added end caps for tiling pieces, added small decal like pipe inlet to blend with wall better, repositioned pieces to sit on the wall better, set up all new prefabs. Still need to make end tile caps blend in to wall better, fix up any bugs
added vertex swim shader materials and updated herring mesh, added fish movemask
added bulkhead divider, tweaked uvs to accommodate it. tweaked meshes so they fit the curved hull better. added collision meshes, set up basic prefabs
added bulkhead divided model to submarine greeble, remapped uvs on greeble objects to fit it in, added transparent 3rd material that ill apply to top lods