2,194 Commits over 3,165 Days - 0.03cph!
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
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