2,092 Commits over 3,014 Days - 0.03cph!
Cliff alignment test scene
Coastal rocks prefab tweaks
Coastal rocks normal map fixes
Coastal rocks / prefabs / LODs and colliders
Optimized generation speed for hill cliffs
Hill cliff placement progress
Hill cliffs progress
Rescaled details on coastal cliffs
Materials tweaks
File cleanup
Improved detail size on some cliffs. Reworked eroded edge
Merged Jarryd's TerrainHeightSet changes
Removed terrain filters from cliff prefabs
Added AddToHeight to all coastal cliffs
Changed slope cuttoff value in GenerateCliffTopology to expand cliff topology in proc map
Coastal cliff progress / generated all coastal cliffs
File cleanup
Fixed incorrect rotations on pipe meshes
Converted prefabs to mesh LOD
Cliff progress
Greyboxed coastal cliffs
Prototyped a walkable sloped path that will allow steep cliffs to be climbed
More work on the hill cliffs
Greyboxed coastal rocks and did first placement pass
Deleted obsolote files
Added side by side trees using core/foliage and SpeedTree8Rust shaders
Creeping tree wind test prefab and material
Fixed flyhack violation when climbing harbor_1 crane ladder
Attempt at fixing the vent shaft exploit in the oilrig
Further improved coastal cliff placement
Added TerrainSetHeight to the top of the cliffs
Replaced junkyard crane prefab with the new mesh
Properly aligned sharp coastal cliffs
Medium cliff variant test
Mid and low coastal cliff variants
Progress on coastal ocean rock prefabs
Coastal cliff whitebox progress / added more slope and bend pieces
Tall cliff whiteboxes
Test autospawn prefabs
Debug scene
Rebaked AO on the crane to make the inside slightly brighter
Harbor 1 and Harbor 2 scene2prefab
Slightly tweaked the prevent movement volume in habor_crane_base to make moveemnt smoother
Tweaked the collider on crane_tower_hydraulic_cylinder_bottom to prevent player from getting stuck
City hall exterior mesh fixes
Blocked two windows in harbor_1 with plywood to prevent players from looking inside the new buildings
Scene2prefab
Harbor 1 / Harbor 2 scene2prefab
Slightly moved one lootbarrel to prevent it from clipping with a crane
Added prevent movement volumes to all crane staircases
Harbor 1 and 2 scene to prefab to account for crane color changes
Made crane_dynamic_rotate and crane_static blue to differentiate them from pickup cranes
Tweaked colors of the Kargo decal
Added padding to the cargo decal to get rid of a bright halo against dark surfaces
Fixed incorrect material inside cargoship interior
Crane LODs and colliders
Adjusted all crane prefabs