704 Commits over 3,776 Days - 0.01cph!
Slightly milder color temp gradiation across biomes
Crane LOD distance tweaks.
Fixed on/off states for new lightgroups
Magnetcrane flare changes
Fixed it better with particle play/stop instead of gameobject sillyness
Fixed the magnetcrane exhaust bind
Magnetcrane: Disabled the always-on reversing light for now
Applied light prefabs to Crane, and broke its exhaust effect binding
Fixed refract mat having a yellow tint
Testing 3001 render queue on magnet crane greenhouse glass, might(!) work better
PFX scene file
PFX scene.
Crane Lightgroups & FX prefabs.
Hapis:
Fixed wrong layer on some cliffs and sloped sewer walls.
Removed that one broken road mini-monument that came back from the dead.
Fixed wrong offset on gambling wheel chair triggers.
Adjusted the NoBuild zone for the eastern lighthouse to encapsulate the parking area as well.
Fixed some floating ceiling lights caused by a small dimension mismatch between LOD meshes
Fixed light position offset in Bandit Town + s2p
merge from card games (light fixtures & related files)
Train friction sparks FX into a basic prefab until we implement it.
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Removed built in water visibility trigger from sewer_drainwall_ pieces, for mappers
Hapis: Fixed falling through terrain and into the southern tunnel.
Fixed that one noob-swallowing terrain trigger near the convoy mine.
Enabled missing red keycard compound in the north
Fix for Hapius Military Tunnel CullVolume NRE
Hapis: Various LOD improvements, especially on key cliffs and landmarks.
Too many other fixes to count (Thanks for all the bug reports!)
Added Airwolf back into Hapis
Also beware Hapis dumpster divers: Junkyard piles are hella radioactive now.
Buncha other tweaks.
Hapis river flows downstream again. Next-gen.
More topological improvements and minor fixes.
Fixed duplicated map label
More tweaks based on feedback (thanks for all the lists!)
Surgery on mil tuns to see if that fixes map crash
Fixed floating point issue with roads causing them to washboard
Fixed some sewer entrances being cluttered with rocks
Praise the lord it runs again
Splat clearing texture bug fixery
More buglist & full bake with everything
Miltuns enabled sans AI as a debug test
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Another batch of Hapis fixes
Batch 2 of Hapis bugfixes.
Added Phone Booth network to Hapis.
Fixed fridge door magically opening and closing by itself in the lighthouses
Hapis: Fixed swimming under compound bridge
Fixed a bunch of holes and one actual crater
55% less janky waterfall transparency
Fixed offshore spawns creeping into the newly expanded coastline
Fixed river topos
Nixed old floating desert foliage. (New desert cliffs coming soon)
Fixed Compound Sentry Gun multispawns
Possible fix for MilTun server crash
Further defined player spawn parameters so that you don't spawn on secondary islands, or where you need to run far to bypass cliffs
Disabled miltuns again for debug
Hapis: Fixed a bunch of procedural spawn issues, such as Field/Monument masks being blank
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