2,029 Commits over 2,800 Days - 0.03cph!
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
Moved ground_junk_straight_b and ground_junk_straight_c props to the caboose folder since those prefabs were made specifically for the Caboose and didn't work with culling volumes due to using LODGroup
Created new variants of the ground_junk_straight_b and c and added RendererLOD to them
Replaced the old prefabs in the scene with the new ones
Replaced some other props that used LODGroup
Scene2prefab
Tweaked radio tower mesh
Added ladder trigger to the radio tower
Scene2prefab
Changed bulletin board glass material to a decal to fix lighting glitches
Finished splitting off all large culling volumes
Scene2prefab
Fixed terrain poking through garage door
Added road connection near garage door
Scene2prefab
Split off even more room into smaller culling volumes
Scene2prefab
Added emissive text to some computer cabinets
Made ladder volumes on watchtowers slightly smaller
Moved the vent shafts in computer room to prevent players from getting stuck
Replaced the static oil barell props to prevent confusion
Added exterior light prefab to the scene
Scene2prefab
Culling volume progress / moved pivot points to correct locations to prevent bounding boxes becoming too big
Fixed missing colliders on nuclear_missile_silo_room_o
Scene2Prefab
Added mounds underneath buildings to hide light leaking
Moved aircon pipes inside one of the houses
Increased shadowproxy culling distance on sandbags to reduce shadow pop-in
Organized NMS tunnel network into smaller groups and added culling volumes
Scene2Prefab
Changed metal bunk beds to use RendererLOD instead of LODGroup to cull properly
Split elevator rooms into smaller meshes
Fixed broken bounce lights when using the elevator
Some tweaks and fixes to lighting / replaced one of the door lights with cold one / added bounce lights near rocket fumes
Scene2prefab
Improved collider at the bottom of the chute to help with movement
Added new door prefabs that match the colors of the NMS and replaced the old ones in the level
Fixed door positions to prevent clipping when opening them
Portacabin building dressing
Tunnel exit garage LODs/COL/prefab
Scene2prefab
Placed radio tower and watchtower prefabs in the scene
Scene2prefab
Metal watchtower progress
Portacabin roof tweaks
Radio tower progress
Scene2prefab
More splat work
Heightmap tweaks
Moved the hatch button
Scene2prefab
Finished all portacabin roof variants
New roof variants for the portacabin buildings
Exterior progress
Fleshed out the portacabin buildings
Moved the chute button into one of the buildings
Added barricades and sandbags
Some dressing
Scene2Prefab
NMS exterior progress
Tweaked the height map and rock placement
Fenced off the entire chute area
Added a bunch of large props
Splat and exterior progress
Added new computer cabinets to the scene
Scene2prefab