2,029 Commits over 2,800 Days - 0.03cph!
Added heightmap mesh for the second entrance
Second tunnel entrance progress / LODs/ collision /prefab changes
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
Finished second tunnel entrance variant LOD0
Added a vertex AO pass to both entrances
Material tweaks
merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Second entrance mesh progress
Second train tunnel entrance progress
Setup a basic prefab for the second entrance tunnel variant
Slightly tweaked entrance terrain to fit the second entrance variant
Set the missing material in the entrance prefab
Added missing concrete pavement material
Entrance z-fighting fix
Fixed broken vertex colors on train tunnel pavements
Created a mirrored t-junction prefab
Added mirrored tjunction to slope prefabs to match the pipe alignment
Added Monument topology to Topology Mask
Added an even larger lip around the entrance
Tweaked height map
Added a AddToHeightmap object to the entrance prefab to allow foliage spawnning on the mesh-terrain
Added a building topology to the entrance terrain
Tweaked entrance terrain alpha
Added splats around to entrance terrain
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