6,058 Commits over 3,834 Days - 0.07cph!
adobe floor models split for ceiling wpp
Flattened terrain in jungle_ruins_c to ease transition in procmap
increased draw distance on the cave segment prefabs by 25% to limit this happening inside the same culling group purely on distance
Updated the culling group in cave_large_sewers that may have culled segments still in LOS
trawler - checking in pending files
Improved terrain blend map and pushed road connections away from jungle_ruins_c in order to limit terrain deformation from nearby paths
Fixed a hole in tunnel.double.gate collision mesh
Removed large tower from Desert_Dwelling_double_A prefab to prevent cases of MLRS rocket collision in the military bases
underwater labs mesh volume models - removing 10cm down and 5cm up
S2P didn't commit first time
Fixed a gap in sewers of WTP
S2P
merge from spatially aware branch - spatially aware volumes enabled again by default
fixed van_b and van_c LOD4/5 occluding players inside
Tightened env volume on mine_tnl_corner_b prefab (caused issues in cave_large_medium)
Fixed warehouse glass transparency on material - back face culling not set to 'on'
added shadow proxies to jungle wall, wall.doorway, wall.window, floor, floor.triangle
fixed blocker by train car in mil tunnels slope
padded the cargo_ship_interior_hull LOD1 border to prevent gaps
fixed snowy checkpoint baked LOD material maps not being linked anymore
Fixed a building variant in compound not having its own baked LOD, re-linked material slots
Compound S2P
LOD distance review on bamboo scaffoldings
fixed water culling happening outside the hatch of tunnel entrances
fixed occurences of light leaking in cave segments prefabs
set cave glow worms to world layer
turned on fade on cave pointlights and a slight increase in drawing radius to fix long corridors popping
progress backup on the trawler greybox
reduced strangler fig wall decal dist
Disabled shadow casting on ziggurat skylight spotlights
ziggurat scene, decal draw distances overrides to lower values
bunch of prefab optimizations, converted what can to MeshLOD, reducing some draw distances
shifted barrel spawn away from recycler in ziggurat
S2P
S2P ruins and ziggurat to refresh piper nigrum prefabs
re-factored piper nigrum tree LOD scripts to link in-prefab content instead of in-folder content
made prefabs original prefabs instead of variants
skipped LOD0 on mauritia flexuosa, more agressive LOD2 distance
added thickness to jungle skin wall.window frame in bid to rid wallpaper of zfight
m_boat greybox parts and folders prep
plugging holes in jungle_ruin_e - s2p
fixed trumpet tree in ziggurat not being the entity of the tree - S2P
s2p jungle ruins (no change other than refreshing for bugfixes 119979)
added some helper colliders on ziggurat large pipes to help smooth movement on them
made the rope ladder volume wider to enable jumping on it from inside the zigg
Ziggurat S2P