branchrust_reboot/main/radtown_reduxcancel
289 Commits over 91 Days - 0.13cph!
Added a TOD toggle on electrical lighting.
Fixed faulty street light bounce.
Various lighting related prefab stuff.
Road cone transmission texture.
Finalized with everything relevant moved to volume triggers.
+ Atmosphere zones and FX.
Lighting prefab backup / Volume fuckery
Moving everything to occlusion volumes WIP.
Static candle prefabs support volumes.
Shifting some lighting things around into culling volumes. Both because paper thin walls, but also performance.
Culling volume tests for lighting purposes.
Candle prefab lighting updates.
Lighting prefab backup.
Candles use standard thick transmission shader instead of the depracated packed one.
Changed some shelf contents for lighting purposes.
Lighting prefab backup
Minor prop swizzling for lighting purposes.
Fixed building ceiling material not having any secondary textures applied.
Nixed some light fixtures from scene.
wallLight cold material uses emission fresnel.
Lighting prefab backup.
tweaks to scaffolding building stair
removed underscrores from camera names
Added an additional way to get on the radhouse roof
Plastic road cones use new transmission feature.
Optimized some texture sizes down on them.
Added off variant prefab.
Fixed a floater.
Lighting prefab backup.
Fixed light prefab regression & updated with new features.
FX for broken road barrier.
Rotated one barrier a little bit to match access lights.
Lighting progress.
Related new mats.
named cameras individually
Added back door anim event sound component on residential door
changed door knock sound from metal to wood on residential door
fixed missing box colliders on ground floor chimneys in masterhouse
fixed electric fan b using fan a collider..
Fixed incorrect import options on colliders for radiators, vintage furniture, pushcarts, bathtub, large rubbish skip, radiactive vats, checkpoint hut, small rubbish skip, binbags, radhouse large
Fixed some material regressions on the siren lights.
Siren lights use new fresnel emission
correct surface type on stairs from walkways set
Changed the technique for collider to Prevent Movement instead of transparent
Changed to mesh lod
added missing ceiling box collider in recycler room of storage building large
Removed simplelight from gate prefab.
fixed AC unit missing collision on roof, was mesh - not prefab
moved mesh colliders from LOD0 to parent on radhouse_large
Moved hobo to lighting prefab, because it has bespoke optimized lighting for that area.
Small hue tweak on Hobo lights.