6,003 Commits over 4,169 Days - 0.06cph!
apartment complex scene update, more refinement around playground area
playground sandboxes and border meshes + prefabs
quick level save before playground area start
placed the new bed prefabs into apartments, removed temp ones
tweaking the radtown gate prefab and materials to solve pink shenanigans
radtown s2p
closing holes in some apartment complex exterior meshes
some extra polish on the set dressing damaged wing of the building
toned down vertex color and alpha on glass
Harbor_2 altered the path of cargoship to allow for a wider corner on exit
Harbor_2 s2p
Altered placement of a ladder in Harbor_2 as it stood too close to Cargoship path
Updated all kitchen cabinets inside apartment prefabs from meshes>prefabs
some more world layer setup for recent props
Fixed missing basecolor in a couple of materials related to ziggurat scene
Updated HLOD
Ziggurat S2P
adding a static binocular prefab to avoid using the worldmodel in monuments
fixed the supply barge missing prefab link
S2P floating cities
tweaked transforms in wood shutters prefab (zeroing)
added WIP kitchen cabinets to apartment prefabs
removed overhang from crypt window collider
added temporary oven model to apartment prefabs for preview
updated furniture in apartment prefabs - we're missing more kitchen cabinetry and cookers/sinks at the minute
added a little low wall to the penthouse greybox separating kitchen/living
removed collision from broken glass decal as it causes issues walking over
moved some mesh decals up in radtown, radtown S2P
fixed draw distances on new static door prefabs and layer to world
collisions for the apartment complex building
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
apartment complex exterior baked LODs
increased culling distance for bandit sentry static
fixed specular values on oilrig leg baked lod mat
disabled mesh colliders on fishing nets on the ground at Ferry terminal
S2P
modified roof ceiling glue decal a bit to reduce depth bias causing leaking into wallpapers
increased depth bias in material to further reduce the effect
crypt foundation triangle collider convex on
re-factored the prefabs for apartment complex, moved nested prefabs into a subfolder for clarity
added LODs, but yet to bake the last LODs
moved the coordinates for the apartment building and vendor nodes to be on the grid
renames for wall tiles mosaic textures
colliders for the previous batch of prefabs
apartment complex windows/doorframes and glass lods and prefabs
concrete debris and rebar lods and prefabs
Adding some roof barriers models to the apartment complex main building
scene save
Adding collider meshes for the road prefabs that were introduced for the apartment complex
added some fake interior boxes to the broken windows prefabs
tweaked rooftop material to fit the new bitumen roof textures
Fixed offset on male socket of floor frame grill
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
fixing some textures left over and some incorrect import options for ao maps
prefabs/Weapons/ ok
prefabs/Weapon mods/ ok
prefabs/NPC/ ok
prefabs/resource/ ok
prefabs/plants/ ok
prefabs/Tools/ ok
prefabs/Food/ ok
prefabs/Instruments/ ok
prefabs/IO/ ok
prefabs/Locks/ ok
prefabs/Misc/ ok
prefabs/ammo ok
prefabs/building ok