5,807 Commits over 4,018 Days - 0.06cph!
Projector in stables_b now permanently on
plugged gap in stairs_overhang_300x300_corner
closed gaps at floor level on watch towers
filler in gap quality 0 Launch site
fixed wooden_building_c LOD1 roof not double sided
small oilrig set dressing fixes
bunch of shadow proxies to fix light leaking in oilrig
fixed stairs being ass at excavator smaller machine
tweaks to rocks in WTP to avoid poking out of cliffs
removed rendererbatch from drain and manhole cover prefabs
raised them by a bit in ferryterminal to be sure
added prevent movement volume to block LOS error spot
Glass small surface type for industrial buildings
plugged more holes in countryside tunnel entrance
env volume fix at computer station room at train tunnel hatches
rebaked powerlines LOD2 textures
Fixed Spot with inaccurate colliders on cargoship
Some prevent movement blockers for falling weapons in large oilrig
easier traversal on stairs in WTP
glass surface type > glass small on security towers
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons
Fixed a hole gap in Miltun entrance
fixed early culling barricades at trainyard
cargoship LOD3 glass is see through now
killed wind height bend factors on snowy overgrowth - makes dancing bushes
fixed moved AC tubes in cave_large_sewers
wind amplitude from arid/temperate applied to tundra grasses
removed renderer batch selectively on floating junkpiles crates
auto updated mats and metas from old versions of editor
re-added decal mask 0 to space station skin
expanded floating cities shore vectors
fixed some trims on triangle up mesh
fixed triangle roof prefab cull distance
re-applied roof conditional fix
slimmer half wall
killed the beautiful window frame depth for embrasures
Roof conditional links fix
Slimmer wall mesh details
Fixing shimering
Roof LOD culling fixed
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
wall frames and floor frames models and prefabs setup
fixed double gibs on ramps
colliders for core blocks
custom normals finish on blocks that need it
conditional corners setup + models
roof conditionals visual polish
various fixes
roof block model transforms reset, removed duplicate gibbable scripts
Adding space station building grade
Added new skin blocks to master blocks
Space station building block prefabs setup
space station building skin models and gibs files
tweaked material of boat building station to use new texture
merge from floating cities
removed batching scripts from cargoship prefab
merge from floating cities
FCs S2P for all recent fixes