branchrust_reboot/main/glass_arcancel
79 Commits over 123 Days - 0.03cph!
Crystal AR - texture updates
Updating glass ak world model rig
Crystal AK - updated worldmodel mesh with more realistic pieces
Crystal AR glass material tweaks
Updating glass ak viewmodel rig
Crystal AK - viewmodel update with more realistic pieces (ejection port, magazine, handguard)
Crystal AK - adjusted entity LOD distances, final LOD was too close when in character's hands
Crystal AK - fixed blur levels that were off after shader tweak, magazine and worldmodel LOD fixes
split glass ak deploy bolt movement out into separate sounds so it's less spammy if you switch weapons quickly
fix glass AR refraction blurring being screen resolution dependent
Crystal AK - removed old material, adjusted worldmodel materials with better opacity and refraction levels, tweaked worldmodel lods to avoid opaque pieces/shadows culling too soon
added square steam images to crystal ar pack, updated store icon, changed instances of "AR" to "Assault Rifle"
rebuilt skins list with crystal ARs
crystal ar final store icon
Add new HideLods and ShowLods animation events, same as Show/Hide but will iterate over lods 0-4 of the object provided
eg. Called with w_ar_glass_mag_full_LOD0, this will also show/hide LOD0,1,2,3 if they exist
All showing/hiding events now uses a lazily loaded cached renderer list so we pay slightly more the first time an animation event is fired but subsequent calls are faster and allocation free (was allocating 40b each animation event)
Updated glass ak reload to use new events
Crystal AR - fixed attachment positions in 3p entity
Crystal AR - added charm support, small gloss tweaks
Set up glass mag drop (using mesh renderer instead of particle system)
Crystal AR - renamed entities for consistency with other AR's, fixed missing starting ammo
Crystal AR - updated item names & descriptions, tweaked sapphire material
Updated the dummy buffer name in the CommandBufferManager for the new light bins buffer
Glass AR - worldmodel texture update and resize, removed unused textures
Glass AR - worldmodel texture rebake
Glass AR - texture, material, naming updates, experimental SSS shader
Glass AR - material tweaks
glass AK:
- Use a mip-filtered refraction texture with specular shimmer/firefly reduction for better looking blurry refraction
- Some shader simplification, remove unncessary alpha blending and emission map
- Remove unnecessary "depth prime" viewmodel pass
- Fix inconsistencies with viewmodel renderer shader passes between BRP and RRP
slight edit to glass ar admire anim
Glass AR - fix for borked base color texture breaking ammo alpha clip
Glass AR - texture and material update, more tint adjustments
and again, glass ar description
updated glass assault rifle description
Glass AR - linked VM and WM materials, material tweaks
exported latest vm glass ar admire animation
Glass AR - updated weapon rack positions
Glass AR - removed unused materials, turned duplicate prefabs into prefab variants, added simpler worldmodel,
Adjusting attachment positions for glass ak color variations
Updating attatchments positions for glass ak
different colour variants of glass AR
Adding hide events for glass ak magazine
Glass AR - fixed worldmodel sorting issues with other in game glass objects
fixed pools, re-rendred glass ak icon with slight rotation tweaks
Updating ammo script for glass ak to hide bullets based on ammo count
glass ar store icon placeholder, set correct steam id