2,092 Commits over 3,014 Days - 0.03cph!
Tweaked entrance mound heightmap to get rid of the gaps
Extended the lip around the mesh to help with hiding gaps
Tweaked the blend map to generate flat terrain in front of the entrance
Fixed pivot position on one of the slopes LODs
Created proper LODs and colliders for all 15m tall slope pieces
Added lights to their prefabs
Added monument topology to the entrance scene
Train tunnel entrance scene
Added a final blend layer to the entrance to simulate large scale AO and dirt
Some prefab tweaks
Updated entrance prefab with dressing and lights
Fixed some mesh errors
Train tunnel entrance mesh progress
Removed some extra files that were comitted by mistake
Merge from uv123-tangent-basis-fix
Folding chairs / meshes, textures and prefabs
Bathtub prop / textures/ LODs / COL / prefabs
hackweek cliff scene backup
Fixed some industrial lights material being set to "Opaque" instead of "Transparent"
Tweaked train tunnel materials that rely on the oil_rig_trims textures. Attempted to make them look like how they did originally before the texture changes
Added oil_rig_trims_alt_spec texture
Mesh cleanup and LOD setup for slope transitions
Created new slope mesh variants for testing at different steepness levels (18, 15 and 12 meters high)
Created prefabs with collider setup for all of the above variants
Created a playable test scene with each slope variant present
More agressive slope angles for testing
Fully detailed slope meshes that match regular tunnel segments
Fallen water cooler variant
Converted deployable lockers from metallic to specular workflow
Tweaked static locker materials
Converted all variants of light_fixtures_opacity materials from refraction shader to standard
This was done in an attempt to fix odd emissive behaviour when lights are turned off via switches
Fixed an invisible collider near the smoke stack on small oil rig
Above ground train tunnel entrance blockout
Train tunnel up and down slope blockouts
Prefabs
Tweaked bypass tunnels to add more clearance for trains
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