1,962 Commits over 2,800 Days - 0.03cph!
Slightly tweaked caboose spotlight position
Increased clearance on the overpass module entrance
Added more clearance to the underground stations to fit in all train module types
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
Better emissive texture for supermarket/rocket launch office ceiling lights
Fixed position and sizes of the supermarket ceiling lights
Fixed getting stuck on pipes in arctic base
Fixed broken concrete rubble pile in the lighthouse
Fixed holes in the lighthouse exterior in LOD1
Tweaked baked lighthouse lod texture to better match LOD0 color values
Fixed metal box prop in the NMS chaging size when switching LODs
Attempt at fixing the ocean visuals disappering when exiting the NMS
Water cooler and water jug meshes/prefabs/textures
Added walls behind tugboat staircases leading to the control cabin
Fixed missing geometry under the staircase
Added shadow proxy mesh to the tugboat prefab to minimize light leaks
Slightly tweaked tugboat interior cabin
Custom shadowproxy mesh
Tweaked static tugboat deck vertex color to match the driveable version
Rebaked the LOD textures to include the new wooden deck
Updated tugboat_props_metallic texture to match changes made to the original variant
Fixed a gap above lower dack door
Tweaked tugboat gibs mesh / split the main body into three parts and reoriented the mesh
Slightly offset lower deck lamps to match the positon of the cables
Tugboat interior dressing
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
Tugboat controls LOD setup
Hull material tweaks
Tugboat control panel LODs and sonar emissive
Tugboat LODs
Tugboat door LODs
One more tweak to controls LOD0 mesh
Finished tugboat and controls LOD0
Tugboat texture tweaks
New specular map for glass
Updated tugboat door mesh
Tugboat interior mesh update
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
New tugboat deck material
Electric fan / meshes, textures, LODs and prefabs
Merge from nuclear_missile_silo
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
Taller terrain triggers near the chute hatch as a potential fix for terrain violation
Scene2prefab
Fixed a collider that was causing glitchy movement
Replaced elevator sign on floor -2 with an exit sign
Scene2prefab
Disabled mesh compression on some NMS meshes that still had it
Another attempt at fixing a show bug naer the computer room
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
Fixed wrong floor sound on level -3
Made two shelves slightly bigger to accomadodate the loot crates / sligthly tweaked their spawn point location
Scene2prefab
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
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
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
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
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
Tweaked NMS height map to fix floating props near one of the gates on certain seeds
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
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