2,092 Commits over 3,014 Days - 0.03cph!
Plaster_d green paint variant
Final iteration of the plaster_d texture
Tweaked some corresponding materials
Updated brick wall materials and some plaster materials
Redone brick and plaster textures
Brickwall_b texture and variants
Tweaked brickwall_c diffuse
Brickwall material update
Set all environment volumes in stables and fishing villages to Building instead of BuildingDark
Lighthouse / brightened up some environment volumes
Added XOR switches
Made interior lights controllable via switches
Added XOR light switches to the supermarket
Light up the spermket sign
Added some additional ambient lights
Replaced environment volumes with Building
Light switch prefab update / made status lights work again
Replaced gas station environment volumes with Building volume instead of BuildingDark
Added XOR light switches to the gas station
Added new light switches to airfield
Replaced a bunch of single light switches with XOR switches
Light switch prefab update
Light switch entity prefab
Updated light switch mesh
Light switch mesh and textures
Better environment volume setup for office_bld_a and watch towers. The doors facing the exterior will now have the building volume instead of building dark
Ground plants color tweaks
Sunlight and ambient tweaks
Post procesing tweaks and improved eye exposure adjustment
Slightly darkened environment volume to compensate for brighter outside
Added exposure eye adjustment for dark areas
Reverted weather profiles sky brightness to make shadows a bit brighter again
Increased ambient color intensity closer to the original value
Tweaked ground plants and tree translucency settings to compensate for increased sunlight intensity
Tweaked tundra and temperate grass splats to be darker to compensate
Slightly lowered sun intensity
Environment quality tweaks to PlayerBuilding volumes
Made environment volume transition time longer
Tweaked remaining postprocess profiles to work with the new settings
Tweaked sky brightness, contrast and fogginess on some weather profiles
Environment quality / further reduced impact of building environment volumes
Slowed down transition time
Increased sunlight intensity and tweaked ambient color
Switched tone mapping on biome postfx to ACES and removed some color correction tweaks to compensate / see if it can be replaced with custom tonemapping in the next iteration
Slightly lowered sky brightness
Slightly lowered ambient and reflection intensity
Reduced the effect of environment volumes
Slightly reduced ambient color brightness
Tweaked weather clear sky brightness
Updated train wagon prefabs and meshes to match new textures better
Slightly reduced drawcalls
Updated static train wagon meshes, textures and prefabs
Added colour variant materials for train wagons
Coaling tower vacuum machine LODs and colliders
Created prefab for the coaling tower vacuum machine
Split off the pipe and cable into a separate game object
Coaling tower vacuum machine texture and mesh progress
Coaling tower vacuum machine mesh
Coaling tower vacuum machine mesh progress and WIP textures
Moved trucks further apart / fixed bones not working
Train locomotive couplers and trucks
Updated charcoal texture / fixed specular map and tweaked resolution / reduced tilling in the charcoal_pile material and added a macro detail map
Updated plaster_a and brick_wall_c texture, as well as the brick_wall_plasterblend material
Work cart DIY attachment model, LODs, collider and gibs
New work cart material variants
Split work cart railings into a separate object so that they can be hidden
Updated watchtower prefabs to use new material variants / tweaked LOD textures to match
Airfield material tweaks / office_bld_a_ext mesh fixes / concrete_f and concrete_h texture variants
Updated dirt_stains_leaks texture
Updated pipelines textures and materials
Updated metal_panels_c textures and materials / Added new metal_panels_c texture variants
Updated metal_panels_d and corrugate_d textures and materials
Lighthouse material tweaks
Slightly reduced the intensity of the headlight emissive