branchrust_reboot/main/io_consistencycancel
54 Commits over 31 Days - 0.07cph!
More obvious difference between medium and high state of charge on battery PFX.
Mild polish on the programmer art electric wire flow overlay.
IO wire color value overhaul.
No longer break PBR rules by having pitch black albedo or 255'd colors etc.
Updated the base albedo and normal map.
Looks better.
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke
Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
Laser detector facelift.
SSS improvements.
Conveyor performance optimization:
- Indicator light activity cull distance changed from 20 to 10.
- Changed EntityFlag_Toggle to just Play/Pause instead of toggling the entire game objects on and off.
Ceiling light facelift.
_nobracket variant of the model, so that it doesn't look bolted to mid-air.
Volumetrics vs refraction interference fix.
Simplelight facelift. (Also the glass no longer magically glows in the dark like it's radioactive, sorry!)
Battery FX fix.
Removed all animation from the electric furnace lighting, because it's not a flickering fire.
Added an optional secondary light to EmissionBlink (behind a default off bool)
Adjusted the seismic sensor to use it, so that it can emit bounce.
Adjusted siren light material timings to match the light rotation timings.
Shadow settings configured for upcoming building block shadow proxy changes.
Other polish.
Seismic detector: Fixed blinker emission script.
Blue sirenlight: Fixed light defaulting on after moving out and into cull range again.
Red sirenlight: Fixed shadow glitch.. maybe.
Electric heater: Heat shimmer outline improvement.
Electric furnace: Fixed LightEx making the cookie light too strong.
Small generator: Pulsed the exhaust because 1 cyl engine.
Various polish.
Red/blue siren light SSS profiles.
Updated battery arcs.
Large battery also has visual state arcs like the medium one.
Tesla coil prefab fix.
Removed that entire siren light hierarchy from the tesla coil (lol?)
Switched these back to green power lights.
Material optimizations.
Moved Code lock light bulbs from a mesh to a fresnel opacity'd quad, to fix distance flickering when not using temporal AA.
Damage effects.
Added low/high power FX differences.
Final polish.
Fixed seismic senor and electric heater volumes
Fuel generator has an exhaust FX when active.
Revamped heater and fixed mipmap light bleed.
Electric furnace doesn't spew embers.
Tesla coil shadow opt.
Lotta bullshit to stop electric arcs from penetrating walls WIP.
Siren- & strobe lights.
Added a twin-beam siren light emission texture.
AND, OR, XOR, SSwitch & Timer lighting overhaul.
Facelifted the blocker family.
Logic gates
Codelock files
Scene backup