5,609 Commits over 3,957 Days - 0.06cph!
testing rock_formation_f export without flatten hierarchy
disabling shadow casting on far rocks
placed some temp safeguards in the lift at rocket factory
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
Disabled the 2 east lifts in launch_site
Detailed stair colliders, tiers variations
ore nodes new files & prefabs
office furniture greybox base models
prefabs, additional small desk
office dressing backup
scene2prefab
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
Make gibs reflect current stage picked
grass displacement around ore nodes
terrain grass is 10% shorter
rocks in temperate biome are grey again
file cabinets models/cols/prefabs/textures
magnetic tape shelves models/cols/prefabs/textures
launch_site dressing update
launch_site cleanup / scene2prefab
telephone models/prefab/textures
launch_site cleanup / scene2prefab
launch_site dressing update / scene2prefab
potted plant models/Prefab/Textures
ore nodes: updating paths to new visuals in prefabs
rolling back the right terrain grass albedo
launch_site dressing fixes / scene2prefab
desklamp models/Prefab/Textures
bin models/Prefab/Textures
cobalt office posters WIP
Fixes for RUST-1718 and RUST-1734 : rocket crane issues
posters scaling, dressing
launch_site scene2prefab