userDamian Lazarskicancel

2,074 Commits over 2,891 Days - 0.03cph!

1 Year Ago
Fixed metal box prop in the NMS chaging size when switching LODs Attempt at fixing the ocean visuals disappering when exiting the NMS
1 Year Ago
Water cooler and water jug meshes/prefabs/textures
1 Year Ago
Added walls behind tugboat staircases leading to the control cabin Fixed missing geometry under the staircase
1 Year Ago
Added shadow proxy mesh to the tugboat prefab to minimize light leaks
1 Year Ago
Slightly tweaked tugboat interior cabin Custom shadowproxy mesh
1 Year Ago
Tweaked static tugboat deck vertex color to match the driveable version Rebaked the LOD textures to include the new wooden deck
1 Year Ago
Updated tugboat_props_metallic texture to match changes made to the original variant
1 Year Ago
Fixed a gap above lower dack door Tweaked tugboat gibs mesh / split the main body into three parts and reoriented the mesh
1 Year Ago
Slightly offset lower deck lamps to match the positon of the cables
1 Year Ago
Tugboat interior dressing
1 Year Ago
Tugboat gibs mesh
1 Year Ago
Cleaned up the tugboat props and tugboat props_alt textures / removed some unnecessary details Better UV mapping on the tugboat door frames Tweaked sonar emissive to match the other control panel
1 Year Ago
Tugboat controls LOD setup Hull material tweaks
1 Year Ago
Tugboat control panel LODs and sonar emissive
1 Year Ago
Tugboat LODs Tugboat door LODs
1 Year Ago
One more tweak to controls LOD0 mesh
1 Year Ago
Finished tugboat and controls LOD0 Tugboat texture tweaks New specular map for glass
1 Year Ago
Updated tugboat door mesh Tugboat interior mesh update
1 Year Ago
Tugboat control panels update Tweaked door frames to match standard door Added a custom tugboat door variant that matches standard door sizes Tweaked tugboat cabin and added a driveable version of the mesh again
1 Year Ago
Tugboat mesh progress
1 Year Ago
New tugboat deck material
1 Year Ago
Electric fan / meshes, textures, LODs and prefabs
1 Year Ago
Merge from nuclear_missile_silo
1 Year Ago
Made radio tower ladder collider thinner Added an invisible blocker below the missile to prevent loot from falling down and becoming unreachable Added NoSunlight tag to underground volumes in the NMS to prevent sun from leaking inside on certain seeds Scene2prefab
1 Year Ago
merge from save 238
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Taller terrain triggers near the chute hatch as a potential fix for terrain violation Scene2prefab
1 Year Ago
Merge from main
1 Year Ago
Fixed a collider that was causing glitchy movement Replaced elevator sign on floor -2 with an exit sign Scene2prefab
1 Year Ago
Disabled mesh compression on some NMS meshes that still had it
1 Year Ago
Another attempt at fixing a show bug naer the computer room
1 Year Ago
Fixed wrong collider type on the rocket / changed it to metal instead of concrete Changed Terrain Anchor Placement Distance to 32 and generated new anchors Scene2prefab
1 Year Ago
Fixed wrong floor sound on level -3 Made two shelves slightly bigger to accomadodate the loot crates / sligthly tweaked their spawn point location Scene2prefab
1 Year Ago
Moved some corridors off the grid by 0.0002 to fix some strange shadow issues at Shadow Quality 1 Added a small geometry lip around the mesh to hide any gaps Scene2prefab
1 Year Ago
Fixed z-fighting decal near computer room Slightly moved some loot position to fix clipping issues Tweaked the ladder trigger on watchtowers to prevent from climbing on the outside of the lader Scene2prefab
1 Year Ago
Set tunnel meshes inside the silo to cast two sided shadows to minimize light leaking through terrain Added a proximity reset timer to the hatch puzzle. The puzzle will reset after 30 seconds once player leaves the keycard area Added a more precise collider for the warhead room floor Scene2prefab
1 Year Ago
Created a new wooden crate prefab variant in a military green colour Replaced the unlootable metal crates with the new wooden creates to avoid confusing players Replaced the open electric box prop with a different mesh because people thought it was interactable Created a new non-biome tinted material for the rocks inside the warhead room as they were looking off in certain biomes Moved the coffee table inside the admin office because it was blocking the path Tweaked LOD distances on the warhead room mesh because its last LOD was set to the same value as its culling distance Scene2prefab
1 Year Ago
Fixed z-fighting decals in the tunnel near the exit Fixed some floating props Made one of the decor boxes slightly smaller in one of the control rooms as it was blocking player movement when the door was open Moved a decor box near the exit as it was floating off the ground Tweaked wooden shelf position in onne of the exterior buildings as it was clipping through the door when it was opened Scene2prefab
1 Year Ago
Tweaked NMS height map to fix floating props near one of the gates on certain seeds
1 Year Ago
Attempt to fix exit meshes disappearing before HLOD kicks in Moved one of the watchtower lights and disabled shadows on it because it was constantly breaking Reduced distance on one of the lights in the connecting room because it was leaking into the warhead room in some odd edge cases Scene2Prefab
1 Year Ago
Reenabled light occludee scripts on all interior lights because sometimes culling volumes don't remove them properly Lowered distances on all interior lights Tweaked bias settings on lights in the warhead room Added LightLOD scripts to a few shadowed lights that were missing them Disabled shadows on a few lights Fixed broken shadow proxy on one of the pipes Scene2prefab
1 Year Ago
Tweaked portacabin building ceiling material Removed shadow casting on some exterior lights where they had little impact on the visuals Scene2prefab
1 Year Ago
Renamed cameras Moved missile camera Added new camera to the warhead room Ran HLOD and scene2prefab to include the radio tower changes
1 Year Ago
Radio tower / finished all LODs / collision / and tweaked ladder trigger
1 Year Ago
Updated names of the CCTV cameras Added new camera that allows you to see the exit from a different angle Added interior lights to some exterior buildings Added light poles near chainlink gates to further highlight the entry points at night Added a light near the exit to help with CCTVs at night Scene2prefab
1 Year Ago
Updated exit puzzle to require only a button Moved keycard reader to the top and tied it to opening the bunker hatch Added a new CCTV camera pointing at the exit Added a static computer station to the security room (needs some improvements) Created a new material for the small mesh paths that looks less repetitive and intense Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight Scene2prefab
1 Year Ago
Added small geometry paths within the base to make them clear on all all seeds regardless of splat Tweaked the Building topology and painted it under the watchtowers Scene2prefab
1 Year Ago
Changed the layer of one of the lights used in NMS to Default instead of World to stop emissive from blowing up the cubemaps when walking inside portacabin buildings
1 Year Ago
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues