2,092 Commits over 3,014 Days - 0.03cph!
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
Tweaked portacabin building ceiling material
Removed shadow casting on some exterior lights where they had little impact on the visuals
Scene2prefab
Renamed cameras
Moved missile camera
Added new camera to the warhead room
Ran HLOD and scene2prefab to include the radio tower changes
Radio tower / finished all LODs / collision / and tweaked ladder trigger
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
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
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
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
Elevator cabin now uses LODGroup instead of RendererLOD to fix culling issues
Fixed red spinner light in the warhead room bleeding through walls
Fixed leaking elevator light at longer distances
Fixed exterior building roofs having their HLOD covered in snow
Attempt at fixing terrain violation near the exit when using vehicles / made the ground collider thicker and moved the terrain trigger
Attempt at fixing holes in terrain near the hatch at certain seeds
Painted Decor topology in the base to prevent trees and logs from spawning too close to the fence
Scene2prefab
Added cables to the warhead room connecting the nuke to the laptop and computer cabinets
Tweaked LOD distances on the warhead as it was never culling
Fixed one of the warhead room lights disappearing too quickly causing shadows to pop-in
Scene2prefab
Fixed blocked door in one of the newly accessible buildings
Scene2prefab
Opened up the exterior buildings a bit more and added dressing to the now accessible rooms
Tweaked portacabin materials to make the stand out a bit more from arctic ones
Added vinyl floor texture
Added a connecting room between the airlock and admin office to make the level a bit less linear
Made an attempt at fixing terrain violation near the exit
Finished adding interior lights to culling volumes
Opened up one of the hangars and addded dressing
Added minor dressing to the exterior
Fixed "missing level of detail" error message by removing static foliage from a list of culled objects
Slightly tweaked the NMS postprocess
Scene2prefab
Splat tweaks in an attempt to make the paths within the monument more readable
Attempt at fixing water disappearing when leaving terrain triggers
Blocked off parts of the hatch mechanism with invisible blockers to prevent players from jumping inside the gap while it's opening where they could get stuck
Added a terrain trigger to the bottom of the hatch mechanism just in case they happen to go in
Scene2prefab
Repainted the blend map in an attempt to fix floating objects and gaps in rocks near the edges of the monument
Painted terrain alpha near the closed off entrance to the bunker to fix terrain poking through it
Shifted some objects that were floating
Moved terrain trigger near the NMS exit. This should hopefully stop players from getting killed by the terrain
Scene2prefab
Moved fences near one of the houses to allow for players passing through
Deleted z-fighting decal in the office room
Made one of the exit door static and added some props around it to make it clear it does not open
Added a detailed exterior culling volume / this will cull the exterior of silo when you are inside the tunnels
Updated elevator cabin mesh to support the new buttons
Moved a few props that you could get stuck on