5,839 Commits over 3,837 Days - 0.06cph!
Two new red keycard locations.
Inner Site C keycarded.
Slightly lower saturation on FluorescentLightCold.mat
Site C lighting and minor layout tweaks
Fixed spotlight warm prefab actually having a cool light (?)
Scene backup & new light prefab
Glass mat change nudged back a bit
Cherrypicking AmbientLightLOD bugfix
Testing tad lower opacity on glass.mat for light/shadowing purposes
Lighting/monument things backup
Scene Backup / exterior lighting
Lighting & roadsides backup
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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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mf hapis2020_releasefixes
More fixes.
Mine_tnl_entrance trigger forced to exterior mode to prevent premature ambient dimming
Various fixes & improvements
Ton of accurate, respawning roadsigns added to the new Hapis road network. (Prefab stored for now.)
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