1,213 Commits over 3,987 Days - 0.01cph!
added effects game object in prefab
copied similar lights from duo sub and tweaked values
Rover Sub
LODs, Col, and GIBs
materials and textures
setup propellers individually to be controlled via code
updated venom bottle lodgroup to rendererLOD and adjusted culling distance
bottle of venom
world model LODs and material/textures.
updated worldmodel prefab, updated icon with pauls icon.
final dart
radiation dart
viewmodel and worldmodel
viewmodel and other prefabs updated including new icon
initial texturing pass on the radiation dart viewmodel
obsidian tool viewmodel and worldmodel
added .entity/.icon/.item/.projectile/.viewmodel/.worldmodel
hooked everything up
added wood dart to viewmodel
projectile and worldmodel setup etc
blowpipe ammo update
updated ammo projecticles for scatter and incapacitate darts
updated icons, updated .item and other ammo specific prefabs
cleaned up folders of unnecessary prefabs
blowpipe fix - added everything back so blowpipe still works
birodart still exists until incapacitate dart is properly implemented
default dart v_ model
material and textures
incapacitate and scatter dart icons
incapitate worldmodel, LODs and prefab.
adjusted sunken knife icon to same position of combat knife for consistency
plugged in viewmodel so it's all working
sunkenknife 4k textures and material
adjusted sunken knife icon
updated prefabs
renamed biro dart fbx -> incapacitate dart (i broke everything with this)
updated already existing incapacitate dart prefab
renamed materials for consistency
renamed dart b -> scatter dart
world model/lods
dart type b
materials and textures
adjusted fbx import settings
dart 1 texture/material progress
updated mesh removed unnecessary parts with the new workflow
renamed material to be more specific
updated textures
cleaned up materials and textures
- removed duplicate crossbow textures and material
- moved all associated materials and textures to the proper Material folder outside of the model folder.
- removed unncessary/old blow pipe materials.
blowpipe world model
Lods and prefab update
fix some material issues with blowpipe
nucleus fix for lods
set to meshlod
fixed .worldmodel incorrectly referrencing beehive mesh
single plant pot gibs and gibs hookup
rendered icon and hooked up .item with new icon.
fridge power mesh
set to mesh cull
updated fridge deploy with new mesh
added on/off material to be hooked up
harvesting tea world models / lods
icon and icon hookup
blowpipe texture progress
missing .mat because plastic is plastic
cinematic texture sets / materials for media content
created icons for the 4 armour plate variants
converted armour plates from LODGroup to MeshLOD
Cleaned up folders
sunken knife world model
LODs, prefeb.
.entity/.item/icon/.projectile prefabs setup
haven't done viewmodel yet.
fridge power light
currently sitting at the bottom front to prevent clipping at the back
will need proper setup
reuising the power light mesh/materials from the seismic detector
honeycomb world model
Meshlod, materials and textures
updated existing honeycomb prefabs accordingly
chicken coop gibs
updated prefab
updated chicken coop deploy prefab
chicken coop LODs
coop hatch custom mesh collider
chicken coop progress
refined materials, renamed
UV2 ao - lookin' juicy
mini crossbow sight alignment fix
stickybomb
materials and textures
setup viewmodel and scripts
blackboard update
made it paintable and deployable