2,165 Commits over 3,044 Days - 0.03cph!
Added soft dust to the debris decals
Nuclear missile silo dressing progress
Metal detail decals / textures, meshes and prefabs
Nuclear missile silo scene progress
Concrete debris decals
Decals prefab and texture changes
Fixed shadow proxies on pipe_c
Concrete rebar damage textures
Concrete rebar damage decals
Created a proper guide mesh for the cursed cauldron
Added gibs that include the fireplace
Added a detail map to make textures fell less low res
Fixed graveyard fence LODs
Nuclear missile silo prop material variants
Nuclear missile silo progress
Concrete cracks decals and prefabs
wooden benches meshes and prefabs
Nucelar missile silo progress
Finished all LOD0 meshes and placed prefabs in the scene
Nuclear silo source backup
Nuclear missile silo chute progress
Added new textures
Added meshes and prefabs
Organised the scene
Made light switches pulse to make them more visible
Increased light view distance on the light switches
·Water treatment plant / better environment volume transitions in the sewers
Nuclear missile silo progress
Nuclear missile silo greybox and scene
Tweaked wind settings on swamp trees and a few bushes
Tweaked ground plants colors slightly to better match the terrain after changes to the cubemap lighting
Tweaked ground plants, saplings and fern wind settings to work better with the CH47 wind effect
Replaced another heater in airfield with a proper variant
Fixed shadow issues in the airfield office building
Tweaked some LOD distances and LOD materials in harbors to make transitions less jarring
Pushed some sphere tank LOD distances further to reduce pop-in
Added a spec map for the sphere_exterior_LOD material
Powerplant / refined environment volumes
Added some support lights and wires to harbors
Airfield / replaced heaters with ones that have heat sources
Added ladders inside the ore train wagon to prevent players from getting trapped inside
Launchsite / added more light switches to different floors in the rocket factory building
Reduced light_fixtures_EM_Cold emissive because it was causing extreme bloom in the rocket factory building
Added more light switches to harbors
Added portacabin prefabs used in the powerplant
Tweaked trainyard puzzle building material and made it dirtier
Tweaked plaster_a texture and removed some tiling details
Added an inverted version of concrete_f_mask_single texture
Harbors exterior lighting pass
Added light switches to control the lights
Powerplant lighting and light switches
Tweaked a few materials
Scene2prefab
Reverted all weather profiles to how they were on main
Reverted all postprocess profiles to how they were on main
Reverted sunlight intensity back to 8
Increased transition speed on Environment Collection to fix issues where some areas (like underground tunnels) were not darkening fast enough
Tweaked ambient multiplier for the BuildingVeryDark environment type. Should no longer be pitch black
Reverted eye-adaptation and autoexposure because it was causing too many visual issues
Tweaked post-process profiles to be closer to original values but kept ACES for now. Will revert to neutral depending on feedback
Lowered sunlight intensity to 12, which is 50% stronger than original
Updated sphere tank LOD textures to better match new materials
Moved rocket factory building light switches further away from the door to prevent confusion
Merged rocket factory building door into the main exterior mesh / this was done to fix an issue where the door would disappear behind the player causing a light leak in the cubemap and brightening up the scene in a weird way
Updated LOD texture on the rocket factory building
Scene2prefab
Deleted overlapping light in trainyard