5,793 Commits over 3,745 Days - 0.06cph!
LS scene changes (can be replaced as mostly deletes)
merge from jungle foliage
material tweaks to decal/moss
launch site trees set dressing++
some materials decal layers changes
merge from jungle foliage
strangler fig wall decal textures/mat and decal prefab
some materials decal layers changes
launch site trees set dressing++
merge from jungle foliage
freestanding tree and 360 large canopy strangler fig files/prefabs
launch site trees set dressing++
merge from jungle foliage
extra strangler fig tree types to accomodate corners of buildings
launch site factory trees set dressing
launch site factory trees set dressing
art check on frontier and adobe gate/walls prefabs - updated gibs, and renderer lods scripts, layers
removed unused mat
impostor assets
billboards setup
collisions for strangler figs and sound triggers in foliage
strangler fig models - LOD and billboards, materials and textures
Fixed missing backfaces on battering ram build stage
removed temporary prefab now that we have final prefabs
adobe gate/wall item definitions
final prefabs for Adobe gate and wall
fixed floaty window collision on shipping container skin
fixed incorrect capsule collider on half and low wall corners for gingerbread building skin
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