branchrust_reboot/main/oil_rigcancel
244 Commits over 151 Days - 0.07cph!
bugfixes
save++
protocol++
only spawn small oil rig
spawn oil rig away from cargo ship
ch47 land zone work
respawn work
Cargo ship / hull interior tweaks / split the interior mesh into smaller elements to help with occlusion
OilrigAI2 prefab - covers/movement setup for AI
Window blockers for lootrooms
Pain & heat on big rig fire.
Fixed some missing cullers.
Small rig fire light cull radius fix.
Small rig fire has a heat zone and pain zone.
profile work
load balancing
spawngroup fixes
ai budgeting
muzzleflash scene & related files
muzzleflash test scene
related files
some cleanup
Pistol cartidges not so matte anymore.
Muzzleflash test scene stuff.
bunch more ai work
ch47 dismounts one by one
Adjusted the cargoship exhaust for some of those 2fast2furious turns.
Disabled light occlusion culling on the cargoship until it's made dynamic compatible.
military_tunnel_1 for merging.
Muzzleflash test scene & some files.
Rig2 light culling & distance improvements.
Miltun: fixed some bugs & added localised haze to the mining tunnels.
Miltun light LOD distances.
Light LOD distances in miltunnels WIP.
Added enabledRadius-based editor gizmo to AmbientLightLOD
Various miltunnel fixes & optimisations.
Preliminary light culling added to the mil tunnels.
Fixed broken flares in the mil tunnels.
Cloning vat fx improvements.
Fixed fumes & sparks in tunnels.
Disabled the shimmer on hobobarrel_static.
Moved some mats away from the decal shader.
merge from heavyscientist
ch47 landing behavior
fixed ch47 LOD3 having wrong material indicies
Ship exhaust.
Ship style2 deck lighting/fx WIP.
Cargoship exhaust fx.
Fixed some ship mats that weren't GPU instanced.
When you thought your last fix was the last fix.
More fixes.
Removed the buzz from non-fluorescent ship lights because it's driving me nuts.