userDamian Lazarskicancel

2,012 Commits over 2,769 Days - 0.03cph!

2 Years Ago
Updated crew cabinet lights / reduced radius settings to prevent lights from bleeding through walls
2 Years Ago
More progress on airfield lights and dressing Tweaked radius, range and distance fade settings for all ambient lights Tweaked intensity of some of the interior key lights Made exterior lights turn off during the day More tower dressing
2 Years Ago
Airfield towers dressing progress Added emissive and lights to control panel prefabs
2 Years Ago
Airfield lighting progress Airfield interior prop dressing progress
2 Years Ago
Airfield lighting progress
2 Years Ago
merge from main
2 Years Ago
Slightly darkened BuildingDark, BuildingVeryDark and Building settings to compensate for contrast changes
2 Years Ago
Lowered contrast in temperate biome post process Enabled high definition range on temperate and arid profiles
2 Years Ago
Brightened BuildingVeryDark, BuildingDark and Building environment volume types Slightly lowered brightness transition speed between volumes
2 Years Ago
Changed gas station environment volume to BuildingDark instead of BuildingVeryDark
2 Years Ago
Made Building environment volume slightly darker
2 Years Ago
Bandit town lighting update Added environment volumes to all buildings and the dredge Tweaked some of the lights Scene2Prefab
2 Years Ago
Environment quality changes / Made BuildingDark slightly darker
2 Years Ago
Gas station and warehouse scene2prefab
2 Years Ago
Gas station and warehouse lighting upgrade Added environment volumes to make everything darker Added new light prefabs Replaced old portacabin in the warehouse New materials for gas station interior New plaster_d texture variants (red and blue painted strips)
2 Years Ago
Environment quality update / Made BuildingDark volume slightly darker
2 Years Ago
Supermarket lighting tweaks and fixes scene2prefab
2 Years Ago
Launchsite scene2prefab
2 Years Ago
Small adjustments to light prefabs used in the rocket factory and office buildings Set office environment volumes to BuildingVeryDark Replaced old portacabin prefabs used in the launch site with updated meshes
2 Years Ago
Rocket building windows prefab update
2 Years Ago
Fixed broken floor material on old portacabin meshes
2 Years Ago
Did some glass hacks to make it look less broken Added a custom shadowproxy mesh for rocket factory exterior to get rid of light flickering through subpixel gaps Replaced decal material on the rocket used inside the rocket factory with a cutout material
2 Years Ago
Source backup
2 Years Ago
Updated launchsite scene with new lighting prefabs and deleted old ones Deleted a bunch of props hidden underground
2 Years Ago
Rocket factory, offices and warehouse material tweaks to make everything more consistent with new lighting Fixed glowing decals in the rocket factory and warehouses Specular texture variants for glass materials
2 Years Ago
Updated rocket factory light prefabs
2 Years Ago
Added environment volumes to office building, rocket factory and warehouse prefabs Changed their shadowproxies to the world layer to fix cubemap issues
2 Years Ago
New lighting setup for the rocket factory and office buildings Updated office light prefab
2 Years Ago
Supermarket scene update Material tweaks to make everything more consistent Separate material for backfacing glass
2 Years Ago
Supermarket lighting and dimming volumes prefab Flickering light prefab for office ceiling lights
2 Years Ago
Shattered glass texture
2 Years Ago
Removed most of the small rocks on the hill with the antenna because they were causing too many issues on certain seeds Rotated two cliff meshes to make sure there's no holes
2 Years Ago
Deleted stray red light from arctic_base_module_b that was hidden behind shelves Scene2Prefab
2 Years Ago
Tweaked light settings of electric heaters to prevent them from bleeding through walls at night Moved electric heaters to Default layer instead of World to stop emissive from getting picked up by cubemaps Tweaked lights used inside portacabin_building_300_600_a, portacabin_building_900_1200_b and dome radar to stop light bleeding Scene2Prefab
2 Years Ago
Added snow material variants to a few objects placed outside that were missing it Scene2Prefab
2 Years Ago
Icicle prefab tweaks / skipped LOD0 on all icicles and switched to using LOD1 as default / added shadowproxies to all icicles / these changes should lower the tricount by roughly 2 million on highest graphical settings Scene2Prefab
2 Years Ago
Slightly moved dome radar door to close a gap Scene2Prefab
2 Years Ago
Dome radar shadowproxy
2 Years Ago
Added shadowproxies to arctic base lab modules to prevent light leaking through subpixels
2 Years Ago
Fixed another floating rock Scene2Prefab
2 Years Ago
Clipped garage door animation to make it stop when hitting the ground
2 Years Ago
Cherrypicking Vincent's garage door fix
2 Years Ago
Portacabin building texture and material tweaks Added dedicated shadowproxy meshes in an attempt to fix light leaking at certain times of day
2 Years Ago
Removed last floating rock Scen2prefab
2 Years Ago
Tweaked colors and material settings of a bunch of common props that were standing out or looked weird in certain lightning conditions. Made a lot of them slightly darker to blend better in interiors. This mostly affects older props that have lighter diffuse than recent ones.
2 Years Ago
Changed the layers of light meshes inside the arctic lab modules Added dimming volumes to dome radar Scene2Prefab
2 Years Ago
Changed the layer of the light meshes above doors to Default to minimize cubemap issues when entering interiors Scene2Prefab
2 Years Ago
Added slight rotation offset to wind turbine propellers so they don't rotate in sync
2 Years Ago
Wind turbines will now face the same direction Another attempt at fixing floating rocks
2 Years Ago
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