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5,818 Commits over 4,018 Days - 0.06cph!

Today
Fixed casino floor zfighting - S2P FCs
Today
LS gap, lowered box in gap
Today
more splat work ferry terminal
Today
more splat on the right of ferry terminal
Today
glass surface types for airfield hangars
Today
deleted stray foundation piece water_well_b
Today
stripped rendererbatch on powerline cardboard crates as that still causes issues
Yesterday
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
Yesterday
enabled decal layers [all] on mboat materials
Yesterday
fixed floating net, incorrect material assignment to rope_docks on ghost ships
Yesterday
fixed incorrect surface types on adobe frame prefabs
2 Days Ago
S2P all
2 Days Ago
Projector in stables_b now permanently on
2 Days Ago
plugged gap in stairs_overhang_300x300_corner
2 Days Ago
closed gaps at floor level on watch towers
2 Days Ago
filler in gap quality 0 Launch site
2 Days Ago
fixed wooden_building_c LOD1 roof not double sided
2 Days Ago
small oilrig set dressing fixes
2 Days Ago
bunch of shadow proxies to fix light leaking in oilrig
2 Days Ago
fixed stairs being ass at excavator smaller machine
2 Days Ago
tweaks to rocks in WTP to avoid poking out of cliffs
2 Days Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
2 Days Ago
added prevent movement volume to block LOS error spot
2 Days Ago
Glass small surface type for industrial buildings
2 Days Ago
plugged more holes in countryside tunnel entrance
2 Days Ago
env volume fix at computer station room at train tunnel hatches
3 Days Ago
rebaked powerlines LOD2 textures
3 Days Ago
Fixed Spot with inaccurate colliders on cargoship
3 Days Ago
Some prevent movement blockers for falling weapons in large oilrig
3 Days Ago
easier traversal on stairs in WTP
3 Days Ago
glass surface type > glass small on security towers
3 Days Ago
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
3 Days Ago
fixed early culling barricades at trainyard
3 Days Ago
cargoship LOD3 glass is see through now
3 Days Ago
killed wind height bend factors on snowy overgrowth - makes dancing bushes
3 Days Ago
fixed moved AC tubes in cave_large_sewers
3 Days Ago
wind amplitude from arid/temperate applied to tundra grasses
3 Days Ago
removed renderer batch selectively on floating junkpiles crates
3 Days Ago
auto updated mats and metas from old versions of editor
3 Days Ago
re-added decal mask 0 to space station skin
3 Days Ago
merge from main
4 Days Ago
expanded floating cities shore vectors
4 Days Ago
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
7 Days Ago
Roof conditional links fix Slimmer wall mesh details Fixing shimering Roof LOD culling fixed
8 Days Ago
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
8 Days Ago
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
8 Days Ago
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
9 Days Ago
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
9 Days Ago
roof conditionals visual polish various fixes
9 Days Ago
roof block model transforms reset, removed duplicate gibbable scripts