5,701 Commits over 3,653 Days - 0.07cph!
fixed a ton of floating foliage in underwater divesites, some ground gaps
removed older underwater rock formations from procmap stack and autospawn folder
fixed some floating rock at arctic base
fixed glitchy pump pipes on small oilrig
updated tutorial island cliffs, rock formations for new style
jungle building skin atlas textures, material and initial test meshes
trying glass decal as masked, with front culling to soften the look
lowered guide mesh pivot to be the ground
rotated back door up
removed wheels off of rear door
Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
Updating battering ram frame models
blocking off large oilrig passage
moved splitter boxes out of the way in excavator
turned wind movement off on LOD1 wall overgrowth
replaced rock formation small prefabs in arctic research base
Replaced old rock formations in ice lakes random elements
Replaced old rock formations in ferry terminal
swamp_c house side rework
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
cleared tunnel obstruction in military_tunnel
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
pivot work on battering ram wheel
battering ram shell temp preview
update to visuals prefab pivot (temporary)
updated ram hardware models to reflect latest concept changes
battering ram update to work in progress visuals
fixed car lift collider box being offset in y/z
fixed storage building large ceiling collider gap
modular car style suspensions for battering ram and skateboard
battering ram temporary greybox
small caves rocks dressing
medium caves rocks dressing
large caves rocks dressing
update to mil tunnel rocks prefab, some terrain tweaks to go along
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
LS - changed a pallet placement in factory side room
added a building topology ring around oases to block rail/roads coming too close
radioactive water surface border fix
re-applying rock changes to cave_medium_hard and cave_small_hard
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
caves - need another pass to finish with overhang rock in some scenes