6,698 Commits over 4,232 Days - 0.07cph!
Mild tweaks on some tropical ocean color and opacity params.
Increased ore spawns when ore motherload is rolled on islands.
Coconut random rotation and offset (offset code bugged atm)
Removed stray tutorial barrel spawner.
Moved some ores closer to cliffs and away from ruin spawns.
Removed stray tutorial barrel spawner.
Moved some ores closer to cliffs and away from ruin spawns.
Removed stray MonumentInfo from Ruins_D
Moved a trash bag on docks C that was blocking movement annoyingly.
Renamed a mat to be more descriptive instead of Test.
Improved it.
Fixed deep sea editor flags and dupes.
Added meshterrain script to decor boats A & B
Baked all heightmaps just in case
Bridged/eased more jump puzzles on high seas.
Added rowboat spawns to all docks variants.
Compacted ore spawns on 2
Added top ruins on 2
Unsaved splats apparently from 1.
Coords for ore spawners on 1
Bridged jump puzzles for these deep sea ruins.
Terrain adjustment for dwellings.
Mat instancing for tropical foliage. (Respecting auto-change)
Island 4 initial spawner setup and deep sea script.
Fixed dock spawner on 2.
Added spawns to 3.
Final spawns on tropical2
Dwelling prefab zero points
Heightmap for ruins
Scene backup
Large & small boathouse prefabs.
Fixed shadow proxy on walkway large stairs.
Renaming ruins to ruins_C for clarity.
Coconut hydration 60 > 50
Bunker cannon tweak & sandbags that match the tropical islands.
Fixed Ghostship A having two copies of the lighting prefab on top of each other (?!)
FX tweak to better faciliate adjacent wall.
Small Engine lighting & FX
Merge from ptboat_lightingfx