504 Commits over 700 Days - 0.03cph!
cinderblocks_01_hs first pass
https://asset.party/facepunch/cinderblocks_01_hs
wall_stone_brick_a1 blend material
Added Georgian-style large stone brickwork - Clean, Dirty, Damaged blend material
https://files.facepunch.com/jason/1b3111b1/sbox_2dApkBjUAc.jpg
beer_keg assets
https://files.facepunch.com/jason/1b2211b1/Photoshop_J2o8A4tj2e.jpg
https://files.facepunch.com/jason/1b2211b1/Photoshop_xYcEtDb8OJ.jpg
cinderblocks tileable + hotspot (wip)
https://files.facepunch.com/jason/1b1411b1/sbox_jbXhR8KBM5.jpg
Added materials
concrete_polished + plywood_panels_painted mats and blends
adjusted oil_drum_explosive albedo
Added materials + blend
concrete floor_tile_blend_02
dirt_ground_02
plaster_b_hs
plywood_panels tileable
plywood_hs
plastic_bucket_a fixes & cleanup
toilet_a & bathtub_a fixes
Corrected axis position & asset scale
Minor texture adjustments
Collision/Optimisation improvements
Updated standard postprocessing
Added leaf pile assets + tileable
- 5 Individual leaf models (for dressing/particle use)
- leaves_a tileable material + green variant
- 2 scattered leaves corner meshes
- 6 leaf pile meshes
- 4 straight line leaves meshes
https://files.facepunch.com/jason/1b2211b1/opera_PaCoGTbV8Y.jpg
https://files.facepunch.com/jason/1b2211b1/opera_kEOIGa3Mzw.jpg
Added toilet_a
Added toilet_a vmdl + physics prefab
Added ceramic.surface property + hooked up ceramic/porcelain soundscape files
Merge branch 'master' of sbox
Adjusted oil_drum_explosive health value
Added bathtub_a & _a2 asset & adjusted oil_drum assets mass
https://files.facepunch.com/jason/1b1011b1/sbox_M8ZxQXqXQ7.png
Another art pass on Warfighter ship
added selfillum, pushed color scheme to be more unique
Fixes for Warfighter ship class mesh
Added new ship art assets
https://files.facepunch.com/jason/1b1711b1/opera_GGdVBo6bE6.png
Art for new ship class - OTIMA Warfighter S3
(Not currently live)
ship explosion VFX final tweaks
https://files.facepunch.com/jason/1b1611b1/sbox_0007.mp4
Ship explosion VFX update
Added ship explosion VFX
https://files.facepunch.com/jason/1b1611b1/sbox_iIYYtucVK5.mp4
oil_drum asset refinement
Texture refinement for explosive variant
Made standard oil_drum tintable
https://files.facepunch.com/jason/1b1411b1/sbox_LvPBiOXunc.png
https://files.facepunch.com/jason/1b1411b1/sbox_6BMn8GfRPN.png
Fixed particle fog issue, map adjustments
Level dressing
Detailed prefab rooftops
Extended industrial section
Additional lighting work
Added more painted concrete vars
Added concrete_a tileable + panels textures
Added concrete_a_hs material + painted variant
FP4 Level Art
Added industrial section to testarena - to be expanded upon in a later pass
Added smokestacks + VFX
Added walkway_02 prefab and edited existing _01 variant
Added building_rust_a material, added lighting + detail pass to boundary wall prefab
Expanded hotspot usage for signage_supports_hs, added initial modular pipe kit vmdl's
Prefab changes and level dressing
Reworked building_02 prefab, added dressing and lighting to test level
https://files.facepunch.com/jason/1b1111b1/sbox_HgG7xt0toD.jpg
Merge branch 'main' of sbox-flightpilot
Test map art pass/lookdev
https://files.facepunch.com/jason/1b1011b1/sbox_Ru437dlHb0.png
Better establishing the look of the levels now. Got more ads made and prefabbed, started set dressing areas and establishing zones
Added signage advertisements, applied to prefabs and started level art tweaks/lookdev
https://files.facepunch.com/jason/1b1011b1/sbox_kJ2sfTvSAO.jpg
Added building_04 prefab, building_basic_b2 lit window variant and tweaked existing texture colors
Collision changes for ship_02
Added ship_02 Lancer class
https://files.facepunch.com/jason/1b0911b1/sbox_UByp0p2f84.png
added building text sheet and adjusted existing building_03 prefab
Added building_03 and building_metal_a texture
Selfillum for buildings + building walkway prefab
added more art assets + building prefab
Added architecture building prefab and materials
Tweaks to oil_drum_explosive breakpiece collision
added a + b building basic variants mats