106,804 Commits over 3,836 Days - 1.16cph!
Finished exterior of the tunnel entrance
Updated cream pile texture
first iteration of the coloured pipe textures
Adjusted vehicle code lock LOD levels to be closer to the door code lock levels
Scene2Prefab on quarry monuments
Quarry & pumpjack now 2 minute / diesel
Scene2Prefab
Added support for modular car keylocks to authcount console command
Placed public bench chairs in the scene
Removed visible code lock from 2module_passengers
Hopefully fix harmony hotloading once and for all
Public bench chairs
- Finished texturing
- Created LODs
- Created colliders
- Set prefabs
Fixed mine_tnl_exit_xmas mesh
Exported entrance door as a separate mesh
Removed door from the entrance mesh
Consistent spacings set to 32/16/8 across views
Wrapped Bandit xmas decor on Reclaimer behind GameModeObjectToggle + S2P
Workshop view, inactive button prefabs
oilrig broadcast notifications
Compound merge fix
Removed magic barrel afterglow
added industrial combiner
- LODs and GIBs
- Materials and textures
Updated deploy predab
S2P'd all 5 again to trickle down the LOD controller fixes.
Fixed some xmas light strip LOD controllers being unlinked after merge for whatever reason.
Fishing Villages A, B, C S2P
S2P'd Bandit Town & Compound
Improved big tree collision and sound rustle trigger
Cherrypicked ParticleTestMap scene from xmas_monuments
Manually added StaticDecor folder from XMAS monument branch because of previously reverted lingering media branch pollution.
Fixed the fix for the game mode toggle.
Compound event s2p.
flipped faces on xmas tree tinsel to avoid shadowing, added fishing village c xmas decor, added lamp post lights to fishing village b
Big tree related fixes.
Gamemode toggle fixes inside Compound.
Exposed metallic / glossiness constants in material inspector for blend layers
fixing broken path to prefabs inside junkpiles
Snow machine static sound radius is smaller
Server Browser - No server selected, tabs restyle
Fixed gap allowing LOS access in coaling tower exit corridor
Removed un-harvestable tree entities from giant excavator scene
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
added xmas prefabs to bandit town and fishing village a and b