5,531 Commits over 3,683 Days - 0.06cph!
greatly reduced AO factor on logistics warehouse garage door
generic door frames greybox (now part of a set)
replaced the doorframes on rad buildings prefabs
window frames for radhouse large
fully greyboxed radhouse large and radtown shed
first pass terrain sculpting and splat painting
added some trees to measure effect
fully greyboxed storage warehouse and storage building large
fully greyboxed worker house and master house
fixed metal roof tga not reading correctly
cutout in large rig floor LOD1 missing
small rig level3 LOD1 and 2 door cutouts
Added metal roof textures to radtown redux selectively
Ticked IsDynamic on rope ladder of the harbor1 crane
S2P
radtown basic splats, topologies and blend map painting, terrain anchors
radtown whitebox layout, perimeter estimate
added missing fishing net collider to harbor2 floating containers area
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
resized cctv controls texture to 1024
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
fixed roads prefabs snowy variants LOD2 using temperate materials
matched snowy roads color with snow splat
Harbor1: added a ladder volume on a container that should be climbable
Harbor1: removed weird islet on the side
enabled read/write on the sat tube convex mesh environment volumes
Added environment volumes to loot rooms in oilrigs to prevent snowy props indoors
Added environment volumes to portacabins to prevent snowy props in them
fixed floating barrel in small rig
Fixed redcard and bluecard doors gaps in small rig
accidentaly placed crates on a cover spot, removed the crates
removed defending spot under cctv room doors to prevent AI scientists snafu
fixed zfighting on cctv room desk paper
fixed new rooms layers - now set to world
swapped computer station for cctv desk in oilrigs
merge from sat tube branch for CCTV desk
re-enabled detail layer on distant crates LOD
Fixed flickering on overgrowth billboards
mossy rubble piles use material config instead of biome visuals
removed terrain layer from most rubble piles as it displays snow indoors in some biomes and there's no good way around it. We should tackle the transitions using depth bias ideally
Snapped all crates on cargo ship back to the ground
fixed flickering decals in moonpool