2,165 Commits over 3,044 Days - 0.03cph!
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
New computer cabinet variants
Added emissive and color mask
Fixed UV issues on all control_panel meshes to match new oil_rig_trims textures
Added control_panels_tall_crn_b variant
Added missing bunker_door_alt_spec texture
Fixed clipping door
Scene2prefab
Created additonal control_panels prop variants
Added them to the scene
Scene2prefab
Removed deferred decal script from an object that shouldn't have it
Fixed material mismatch on room prefabs
merge from nuclear_missile_silo
room_c LOD/COL/prefab
Fixed mesh collider import settings on a bunch of objects
Scene2prefab
room_k LODs/COL/prefab
Scene2prefab
room_e LODs/COL and prefab