485 Commits over 669 Days - 0.03cph!
wood_trim_polished_blend_04 files
bookcase_01 + cabinet_b
also allowed metal_trim_02 mat tinting
added wood_trim_polished_blend_03
update wardrobe_01
wardrobe_01 updates
+ wood_trim_polished_blend_02 meta
hoover mat tweaks
added another wood_trim_polished blend material
wardrobe_01 initial commit
impact_water prefab adjustment
removed some bits
hoover files + plastic_hose cable material + plastic blend mat adjustments
more tweaks on hoover/plastic trims
hoover_a + trimsheet normal additions
recompile water_drum assets
Adjusted World Mapping Size of all trimsheets
Stepped the mapping size down to 64 from 128, effectively doubling the working resolution of our trims.
They were too low-res in most use-cases, producing shit mipmap compression. This shouldn't fuck anything, just makes everything sharper when hotspotting from now on
update particle rework scene
update particle.rework scene
impact fx updates + explosion_medium updates
added impact.brick particle fx
explosion_medium + explosion tex/files
Updated debris_kit_a mat with detail normals
added detail normals for concrete + tarp
update bulkbag props
added alternate skin to dirt_mound assets
bulkbag prop initial commit
+ tarp detail normal
particle.rework additions
explosion.medium rework wip
particle.rework wip scene
impact particles rework wip
files + meta
refinery updates
muzzle flash updates + meta files
Refinery updates
catwalk work
concrete_trim_02 painted files
Update to use new refinery map files/prefabs
Updated composite minimap visuals