1,284 Commits over 4,261 Days - 0.01cph!
vanity cabinets a/b/c/d lods and prefab setup
collisions
vanity_cabinets_a lod0
initial pass on texture and material
including paint variation
renamed mortar materials to match new naming conventions
mortar updates to the guide mesh. Lods no longer display.
update to gibs are now the right size and orientation.
update mortar and basic ammo icons and reconnect in item prefab.
updated manifest
adjusted surplus upgrde position
updated engineer workbench
created empty states/models for prototype, range, defence, surplus, effiency and surplus.
+ full empty state mesh.
created prefabs
forgot to commit empty filler prefabs
added empty states for tier 3 like tier 1 & 2
added prefabs for empty states for tier 2
updated tier3 fbx matertial settings
fixed missing mesh in prefab
tier 2 workbench empty states for upgrade parts
+ empty state for when theres no upgrades
+ updated tier 2 fbx
updated tier2 workbench fbx import settings
fixed defence upgrade position
fixed positions for visuals
reorganised tier 1 so fbx's live in models folder
added empty states for each workbench upgrade for progressive upgrades
this preserves original visuals whilst allowing for upgrade placements.
updated stripped back tier 1 workbench
updated protorype icon and .item prefab to link to proper icon now
added defensive upgrade icon
updated icons and updated manifest
- still waiting for textured versions of prototype and defence before finalising their icons too
created and added gibs for protoype and defensive upgrades - updated visual prefabs
added gibs for accelerated and range upgrades
added collision for accelerated, range, defensive and prototype
added and created lods for both prototype and defensive upgrades.
updated visual prefabs
updated placements for prototype and defensive upgrades on each tier including engineer workbench.
Adjusted shelving on engineer workbench to accomodate prototype upgrade
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
on the right branch this time
updated tier 1 and 2 workbench lod distances to match tier 3
both tier 1 and 2 had different values and since tier 1 was too agressive i matched both 1 and 2 to 3
add engineer reinforced upgrades
added shelf to tier 3
updated upgrade positions
updated reinforced position to accomade the extra fbx - also adjusted the gibs
updated tier 2 upgrade placement positions
also added a shelf to the tier2 workbench so it can more closely match the concept
updted upgrade placements for engineer and workbench tier 1
engineer table stripped - updated
range and accelerated visuals
LODs and material setup
prefabs replaced and updated.
removed unnecessary files
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
renamed new binocular texture sets to conform to the new standard
added gibs for all the reinforced tiers and updated reinforced prefabs
tier 3 reinforcement plates, lods and prefab setup
added workbench tier 1/2 reinforced upgrades textures/materials + LODs
(gibs still need to be made)
workbench tier 1 corpse update
updated existing workbench to now use the empty mesh state.
updated lods and gibs
tier 1 workbench empty version
tweaked big button diffuse
big button colour values changed to be more white in the tintable areas to prevent other colours being too dark.
stool a/b/c/d collision meshes
stools a/b/c/d and lods
materials and textures
single 1024 shared.
added an alt version of the big button so they can be coloured.
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