5,839 Commits over 3,865 Days - 0.06cph!
merge from S2P_bugfixes_for_quickfire
fixed a hole in stairwell_bottom_360 collider
smoother transitions out of mine tunnels in military tunnels
improved env volume accuracy in sewer tunnel prefabs
Added a prevent movement volume near a fence in powerplant in attempt to fix a terrain glitch
fixed the culling zone missing a cave segment in cave_large_sewers_hard
Improved transition into train tunnels by a dozen meters - more work is needed for a complete solution
Removed driftwood from buildable caves as it interferes with small deployables
missed a part of the cooling towers earlier. Will get batched into a global S2P later on as more fixes are coming
split the frontier floor planks as detail to allow hiding when wallpaper
merge from cooling_towers_volumes_fix
disabled spatially aware feature on powerplant cooling towers prefabs
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