6,304 Commits over 4,049 Days - 0.06cph!
Some last minute polish:
A few splat nudges to fix occasional troublesome autospawn here and there
Fixed a sewer entrance where you'd annoyingly get your movement halted by the concrete curb underneath.
Hapis: Fixed that stubborn Site A sewer terrain violation issue once and for all.
Small Hapis bug fixes:
Lake boundary clipping slightly into Oxum subterrain.
Clutter spawns on a few terrain holes.
One missing ladder volume.
Expanded one terrain alpha hole to maybe fix a semi-potato quality issue.
Fixed HapisRoadsSplit not having read/write
Refactored the Hapis road network mesh:
Fixes collisions once and for all. No sinking through anywhere. Smoother driving.
100x better terrain adherence.
Fixed a floating box spawner Jakob found.
Made rock_formation_small read/writable, since a lower LOD mesh inside of it is sometimes used as a colmesh where the dedicated _COL was too inaccurate.
Reinforced fix for gliff gap #16
Hotfixed newly discovered cliff gap #25.
Iterating blunt & slash variants.
New fully playable ParticleTestMap with a physics material farm.
Impact prefab grouping.
New caboose dressing prefab file, with furniture & lighting and fx.
Cleaned up temp files and junk.
Caboose exterior backup + new stringlight mesh files
Exterior lighting files
Light animation WIP
Tweak blackjack emissive to minimize light bleed at a distance.
Updated and simplified the candle VFX to look better with our current post. (Global)
Red rug variant for Caboose.
Created tweaked wood material variants specific to the Caboose interior.
Prefab backup.
Prefab backup
Material parameter optimization
Caboose dressing/polish temp file backup.
Removed curtain backface culling to make them visible from the outside.
Added a red albedo variant of the curtain textures.
Nerfed The Cove being an OP buildable cave. It is now a rich source of ore. You can still build on the island around it.
Various other buglist fixes.
Fixed all remaining Hapis cliff hole issues on the big list.
Backup. (Fixed almost all remaining reported exploitable cliff/terrain holes.)
A batch of cliff gap fixes.
Last few effects & related files
New gib files
Scene backup
Physics material farm & related materials
Crapload of temp files + scene backup
Fixed molotov_w 3rd person model always burning up close up when held.
Pushed LODs on it slightly outward.
Molotov impact burst FX WIP prefab backup
Added a light source to an airbourne molotov.
Molotov fire trail properly detaches and burns out on impact instead of insta-vanishing.
Iterated on the trail.
Molotov.deployed fire trail while in the air (a bit ghetto atm)
HDR tweak on Molo flames.
Molotov ground flame iteration
Final'ish ground flame prefab