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5,814 Commits over 4,018 Days - 0.06cph!

15 Minutes Ago
glass surface types for airfield hangars
23 Minutes Ago
deleted stray foundation piece water_well_b
25 Minutes Ago
stripped rendererbatch on powerline cardboard crates as that still causes issues
Today
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
Today
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
Yesterday
S2P all
Yesterday
Projector in stables_b now permanently on
Yesterday
plugged gap in stairs_overhang_300x300_corner
Yesterday
closed gaps at floor level on watch towers
Yesterday
filler in gap quality 0 Launch site
Yesterday
fixed wooden_building_c LOD1 roof not double sided
Yesterday
small oilrig set dressing fixes
Yesterday
bunch of shadow proxies to fix light leaking in oilrig
Yesterday
fixed stairs being ass at excavator smaller machine
Yesterday
tweaks to rocks in WTP to avoid poking out of cliffs
Yesterday
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
Yesterday
added prevent movement volume to block LOS error spot
Yesterday
Glass small surface type for industrial buildings
Yesterday
plugged more holes in countryside tunnel entrance
Yesterday
env volume fix at computer station room at train tunnel hatches
Yesterday
rebaked powerlines LOD2 textures
Yesterday
Fixed Spot with inaccurate colliders on cargoship
Yesterday
Some prevent movement blockers for falling weapons in large oilrig
Yesterday
easier traversal on stairs in WTP
Yesterday
glass surface type > glass small on security towers
Yesterday
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
Yesterday
fixed early culling barricades at trainyard
Yesterday
cargoship LOD3 glass is see through now
2 Days Ago
killed wind height bend factors on snowy overgrowth - makes dancing bushes
2 Days Ago
fixed moved AC tubes in cave_large_sewers
2 Days Ago
wind amplitude from arid/temperate applied to tundra grasses
2 Days Ago
removed renderer batch selectively on floating junkpiles crates
2 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
3 Days Ago
expanded floating cities shore vectors
3 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
8 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
9 Days Ago
Adding space station building grade Added new skin blocks to master blocks Space station building block prefabs setup
10 Days Ago
space station building skin models and gibs files
15 Days Ago
tweaked material of boat building station to use new texture
17 Days Ago
merge from floating cities