5,764 Commits over 3,683 Days - 0.07cph!
setup detail layer for damage on ram materials
replaced greybox volumes with the wip floor kit in ruins
jungle_ruins_e more complex layout design
fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
jungle_ruins_c iteration2
adding the surface type mat for gibs
fixed ore spawns and some tree spawns on tutorial island being off after the cliff update, also fixed a terrain gap with a cliff.
fixed terrain blend map for Lake_a
Updated workshop scene set dressing for new rocks
jungle_ruins_b iteration2
removed lodgroup from jungle_ruins_wall_3m_D prefab
jungle_ruins_a iteration2
jungle ruins topologies for procmap testing, terrain blendmaps
updated the s2p settings for the jungle ruins, mainly filters/outputs. Some scene cleanup
jungle_ruins_d level layout first iteration
prefab'd ruins sets for easier editing
replaced some pieces with cap less ones
jungle_ruins_c level layout first iteration
jungle_ruins_b first iteration layout
added a proxy mesh for the croc to design around
reverting
108949 - caused compilation issues
jungle_ruins_a layout first iteration
fixed the meterial issue directly on the subent door prefab as fixing it in the ram itself didn't carry over.
fixed river source prefab
cleaning up deprecated rocks references in prefabs and scenes
creation gibs list for floor and wall frames
foundation step doesn't need detail collider as it isn't see-through
roof alignment fixes, eliminating zfight in a few places
fixing some lod distances
fixing giblets with incorrect vcolor
fixing some zfighting on corner meshes
frontier high wall and gate collider import options
manifest update post merge
removing old autospawn cliff related prefab folders
removing some incomplete unused content folder
removing old cliffs, old formations except types still in use, test folders
refactored door.DrawBridge_01,02,03 prefabs to include skinmesh LODs
enabled damage layer on all siege tower materials with detailLayer
adding damaged materials for the ram shell
ram bucket texture upres - 1k feels a tad lowres for a focal point object
fixed incorrect material definition on battering ram rear door LOD2
meta changes on some collider meshes
roof conditionals colliders and then some
jungle building skin - prefabs for roof conditionals
jungle building skin - prefabs for each block, prefab assignment in building grade script, building grade added
jungle skin prefabs setup progress - floor frames, wall frames