branchrust_reboot/main/vfx_variouscancel
137 Commits over 153 Days - 0.04cph!
Fixed Jacko lanterns interior lights taking 58 minutes to reach full brightness
Temporarily reverted Additive HDR shader to earlier version for merge purposes
Scene backup & related files
displacement can be controller by vertex alpha
GPU instancing on some mats & texture import optimization
Final pikes iteration
Scene backup
Zeroed the prefab because OCD
Facelift and simplifaction for the Skull Spike w/ Candle Lights.
Improved lighting, FX, LightEx and EntityFlagToggle trimmed from 6 entities to 2 with ParticleSystemContainer
Scene backup
Tuna wall light fix
Tuna can light lighting/fx refresh.
Optimized related textures.
Stopped the mesh from creating those blank clutter materials that do nothing.
Tuna can wall light refresh
Fireplace & Skull Fire Pit iteration
Texture optimization
Skull fire pit polish & related files.
Fire Pit mesh overlay & scene backup
Pumpkin emissive texture tweak
Furnace FX/Lighting refresh & optimization
Made a more still disabled water surface for the cauldron, instead of having it be a magical perpetual wave machine.
Cleanup.
Cauldron prefab setup & slight mat reflection tweaks on the cauldron itself.
Final polish and tweaks for the Cursed Cauldron refresh, after helpful feedback from Alex
Scene backup.
Cauldron refresh files.
Merge fix for campfire as the folder moved.
Fixed merge issues with large furnace
Campfire & fireplace prefabs
Refactored large furnace fx to faciliate both instant disable and particlesystemcontainer.stop
New hurtzone if you're monkeying around on the large furnace
Packed into prefab & cleanup
Other mat tweaks.
Scene backup & mat tweaks
Finalish big furnace main effect.
Cleaned up older working files.
Moved all fire atlases and meshes to a central effects/fire folder for re-use.
Scene backup.