userVincentcancel

5,349 Commits over 3,469 Days - 0.06cph!

Today
master house interior progress
Yesterday
master house interior progress
6 Days Ago
master house wip
7 Days Ago
reduced small rubbish skip AO map size, set lid colliders to convex
7 Days Ago
latest work in progress on master house
8 Days Ago
master house backup
9 Days Ago
added decal layer ID 1,2,3 to terrain material
9 Days Ago
merge from terrain-decal-fix
9 Days Ago
materials prep on masterhouse
12 Days Ago
level update, s2p
12 Days Ago
workers_house building - final models, colliders, prefabs
14 Days Ago
workers house latest wip
16 Days Ago
merge from main
16 Days Ago
worker house wip files
25 Days Ago
backup latest wip
25 Days Ago
backup - materials wip for worker house and mapping wip
26 Days Ago
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
26 Days Ago
created a residential hinged door from previous residential building door
26 Days Ago
powerlines ziplines prefab rebuilt
27 Days Ago
fixed cargo ship harbor container displaying further than the others
27 Days Ago
Implementing some of QA's first round of feedback on radtown redux S2P
27 Days Ago
primitive colliders for generic doors and windows frames
27 Days Ago
radtown scene update
27 Days Ago
building generic trims textures generic door frame, window frame models, prefabs updated radtown buildings
34 Days Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
34 Days Ago
extra rain gutter sizes, side of rahouse large staircase model/prefab updated buildings, update scene
35 Days Ago
rain gutters set greybox
35 Days Ago
radtown gate ladder volume radiation volumes, temporary loot spawns initial cover pass on the outdoor
35 Days Ago
more splats/terrain tweaks window size tweaks to facilitate jumping through in workers house missing temporary collisions on carport
35 Days Ago
more splats/terrain tweaks
35 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
36 Days Ago
latest topologies
36 Days Ago
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
36 Days Ago
Improved flow in rahouse large, adding an exit point in the corridor
36 Days Ago
checkpoint hut, radtown gate greybox
37 Days Ago
manifest
37 Days Ago
greatly reduced AO factor on logistics warehouse garage door
37 Days Ago
generic door frames greybox (now part of a set) replaced the doorframes on rad buildings prefabs window frames for radhouse large
39 Days Ago
some biome touch
39 Days Ago
fully greyboxed radhouse large and radtown shed first pass terrain sculpting and splat painting added some trees to measure effect
40 Days Ago
fully greyboxed storage warehouse and storage building large
42 Days Ago
fully greyboxed worker house and master house
43 Days Ago
merge from main
46 Days Ago
fixed metal roof tga not reading correctly
47 Days Ago
oilrig_1 S2P
47 Days Ago
cutout in large rig floor LOD1 missing
47 Days Ago
small rig level3 LOD1 and 2 door cutouts
47 Days Ago
Added metal roof textures to radtown redux selectively
47 Days Ago
merge from main
47 Days Ago
Ticked IsDynamic on rope ladder of the harbor1 crane S2P