5,771 Commits over 3,804 Days - 0.06cph!
re-factored the ceiling cable kt prefabs to use meshlod and added missing mesh colliders scripts
enabled r/w on a bunch of props used in ziggurat collision models
enabled r/w on zipline platform collision models
water treatment plant scene tweaks to sewers openings
S2P
softer lighting transition into sewer ladder to allow visibility of players below
trainyard scene tweaks to sewers openings, coaling tower and other bits
trainyard s2p
converted radtown monument buildings, radtown s2p
cherry picking env volume brightness level changes from spatially aware branch
level edits to powerplant, mainly sewer exits - s2p
forgot to move rope ladder in prefab
reduced the depth of jungle swamp by 20ish %
fixed some wall clipping props in zigg scene
changed priority on ziggurat to highest to ensure a spawn
more polish on the top with smaller decals and some physical roots for decor
added a rongs rope ladder inside the zigg portal to allow players going down without taking damage
fixed foliage placement on water surface (lillies)
toned glossiness down on the large pipes going out
re-linked the lighting prefab (again? another regression perhaps)
Zigg S2P / HLOD refresh
converted nuclear missile silo rooms
military tunnels segments
converted rocket factory, portacabins, warehouse, arctic base modules, launch site grounds
reverted a sewer exit env volume override in compound scene
converted env volumes of the excavator
fixed some zfighting on jungle_ruins_e structure
fixed some left over conditional corners zfight on triangle foundation block jungle skin (for good this time)
fixed some left over conditional corners zfight on triangle foundation block jungle skin
fixed a legacy rotation leftover on armored steps block
converted wooden buildings and dredge used in bandit town monument
converted wooden buildings used in stables and fishing village monuments
converted airfield hangars
office building and industrial buildings converted, including prefab variants
adjustments to environment volumes brightness - increased overall level through building types volumes
converted mining warehouse
converted supermarket + some material tweaks on glass
converted gas station monument
rebaked oilrig crane LOD, updated material links
rebaked Harbor1 HLOD to fix white crates
fixing some baked LODs materials that did not save properly on the branch they came from
+some rebakes
fixed a bunch of spots where environment volumes were too small in caves
fixed some cave segments close to the exits being 'no sunlight'
S2P
jungle ruins s2p to refresh collider changes
scene to prefab all (to refresh tunnel entrances for env volumes)
merge from spatially aware branch - underground train tunnels and caves content converted
fixed a missing mesh from collider script on corner_c prefab
cave scene tweaks for cave openings (overrides)
adjustments to some cave pieces that didn't get full coverage