userVincentcancel

5,587 Commits over 3,957 Days - 0.06cph!

2 Years Ago
fixed SC floor frames gibs assignment
2 Years Ago
fixed SC foundation hole nexto adjacent tiers
2 Years Ago
eliminating gap between roof and wall from LOD2
2 Years Ago
fixed regression disabling tint on shipping container material
2 Years Ago
visually different softside for SC wall.half
2 Years Ago
ferry terminal now spawns on procmap alongside harbors
2 Years Ago
decals fix on ferry terminal building
2 Years Ago
merge from main
2 Years Ago
backup
2 Years Ago
tweaked tintset value to fluctuate more fixed vertex alpha being wrong on wall_low LOD0
2 Years Ago
combing shipping container skin prefabs for left over fixes fixed gibs bounds and overrides, incorrect surface types, checked layers
2 Years Ago
merge from main
2 Years Ago
fixing some roof top line prefab issues with shipping container skin
2 Years Ago
terrain config colors tweaks
2 Years Ago
tweak
2 Years Ago
tweaks and levels
2 Years Ago
raised lava surface fx a notch
2 Years Ago
bespoke prefabs for lava rock formations
2 Years Ago
improved procedural roads biome tint maps to cope better with extreme biomes albedos like lava biome
2 Years Ago
lava biome polish
2 Years Ago
terrain biome transitions fixes spawn pops particle fx on lava lake
2 Years Ago
fixed seam in lava pond
2 Years Ago
cherry picking 80238 refraction shader fix
2 Years Ago
caldera_fast test level running empty procmap stack fixed surface types for lava bergs/shore meshes removed palms trees/cacti from lava biome spawn populations
2 Years Ago
backup
2 Years Ago
resources and biome polish
2 Years Ago
new lakeside topology to facilitate spawning decor by lava lake
2 Years Ago
lava lake bergs and sheets variants made from iceberg set (autospawn prefabs)
2 Years Ago
levels backup
2 Years Ago
enabled stochastic tiling on lava lake
2 Years Ago
lava lake bergs and sheets variants made from iceberg set
2 Years Ago
Added Lake in Topology Not for most grasses as they can spawn on custom map lakes as they don't follow the same rules as procmap. This should not impact procmap visuals in any way.
2 Years Ago
tweaked lava haze damage volume down created variants of arid decor clutter to make lava biome versions
2 Years Ago
Lava biome terrain foliage variants
2 Years Ago
lava basic damage volumes changed lava flow map to exr
2 Years Ago
merge from main
2 Years Ago
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
2 Years Ago
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
2 Years Ago
downsampling textures in PS for better visuals (unity's downsampling is crap)
2 Years Ago
fix for deployables socket angle rejection not working on adobe roof
2 Years Ago
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
2 Years Ago
tweaking values to flashlights
2 Years Ago
fixed water_drum_b shadow proxy not being deleted
2 Years Ago
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
2 Years Ago
re-uv'd the thatched LOD1 roofs to display hay
2 Years Ago
reduced volume of wall.half and wall.low colliders
2 Years Ago
fixed roof conditional end bits being swapped L/R
2 Years Ago
fixed triangle frame gibs material definition
2 Years Ago
fixed sheet metal wall.left / wall.right conditionals
2 Years Ago
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type fixed custom normals on floor, triangle floor