userVincentcancel

5,333 Commits over 3,439 Days - 0.06cph!

Today
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
Today
created a residential hinged door from previous residential building door
Today
powerlines ziplines prefab rebuilt
Today
fixed cargo ship harbor container displaying further than the others
Today
Implementing some of QA's first round of feedback on radtown redux S2P
Today
primitive colliders for generic doors and windows frames
Yesterday
radtown scene update
Yesterday
building generic trims textures generic door frame, window frame models, prefabs updated radtown buildings
8 Days Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
8 Days Ago
extra rain gutter sizes, side of rahouse large staircase model/prefab updated buildings, update scene
9 Days Ago
rain gutters set greybox
9 Days Ago
radtown gate ladder volume radiation volumes, temporary loot spawns initial cover pass on the outdoor
9 Days Ago
more splats/terrain tweaks window size tweaks to facilitate jumping through in workers house missing temporary collisions on carport
9 Days Ago
more splats/terrain tweaks
9 Days Ago
prefabed remaining of new building modular pieces, added temporary colliders accentuated dirt paths on terrain to make them come through in procmap rotated some doors for better flow in buildings lowered some windows for better peek while crouched
10 Days Ago
latest topologies
10 Days Ago
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
10 Days Ago
Improved flow in rahouse large, adding an exit point in the corridor
10 Days Ago
checkpoint hut, radtown gate greybox
11 Days Ago
manifest
11 Days Ago
greatly reduced AO factor on logistics warehouse garage door
11 Days Ago
generic door frames greybox (now part of a set) replaced the doorframes on rad buildings prefabs window frames for radhouse large
13 Days Ago
some biome touch
13 Days Ago
fully greyboxed radhouse large and radtown shed first pass terrain sculpting and splat painting added some trees to measure effect
14 Days Ago
fully greyboxed storage warehouse and storage building large
16 Days Ago
fully greyboxed worker house and master house
17 Days Ago
merge from main
20 Days Ago
fixed metal roof tga not reading correctly
21 Days Ago
oilrig_1 S2P
21 Days Ago
cutout in large rig floor LOD1 missing
21 Days Ago
small rig level3 LOD1 and 2 door cutouts
21 Days Ago
Added metal roof textures to radtown redux selectively
21 Days Ago
merge from main
21 Days Ago
Ticked IsDynamic on rope ladder of the harbor1 crane S2P
22 Days Ago
tags on files
22 Days Ago
radtown basic splats, topologies and blend map painting, terrain anchors
22 Days Ago
radtown whitebox layout, perimeter estimate
23 Days Ago
harbor 2 s2p
23 Days Ago
added missing fishing net collider to harbor2 floating containers area
23 Days Ago
s2p all
23 Days Ago
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
23 Days Ago
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
23 Days Ago
resized cctv controls texture to 1024
23 Days Ago
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
23 Days Ago
fixed roads prefabs snowy variants LOD2 using temperate materials matched snowy roads color with snow splat
23 Days Ago
Harbor1: added a ladder volume on a container that should be climbable Harbor1: removed weird islet on the side
23 Days Ago
enabled read/write on the sat tube convex mesh environment volumes
23 Days Ago
Added environment volumes to loot rooms in oilrigs to prevent snowy props indoors
23 Days Ago
Added environment volumes to portacabins to prevent snowy props in them
23 Days Ago
fixed floating barrel in small rig