5,400 Commits over 3,592 Days - 0.06cph!
set sewer branch to skip HLOD by default
reduced opacity of glue material
placed glue meshes around buildings
cobblestone roads baked LODs, town square baked LOD and uv fix
updated prefabs
detail texture tweaks
replaced cobblestone road textures with something higher quality and better feature scale
material tweaks
shifted decal layers around for some materials to avoid projecting out of context
random color detail map and mask for rope bridges (for a splash of color)
rope bridges set LODs, colliders, prefabs
added wind to rope bridges
compound level flow update (rooftop rope bridges)
netting_b texture set
rope bridges set WIP models
decal layer 1 for graveyard fence
tweaked rope ladder wind adherence (lower)
reworked padding on oilrig trims, disabled crunch compression (texture only changes)
disabled spec override on concrete_cracks_a decal mat to get rid of halos
compound scene update
S2P
helipad final art
colliders, baked LOD and prefab setup
helipad wip
asphalt_b texture set
fixed loot barrels gibs errors-mismatches
updated barrels visuals on additional prefabs
updated deployed hobobarrel icon
oilrig trims textures - reduced noise over painted variants
decal layer change on some materials
some progress from before break
merge from collision meshes as shadow fix
merge from 'generic texture improvements'
contains generic barrels and forklift re-texture jobs too
lightpost update - remove spotlights that were integrated in favor of in prefab spotlights
harbor_1 and 2 layout changes continued
fixed some 90concave_R conditionals in the triangle roof prefab being assigned to container skin
swing bridge whitebox - figuring out design
removed shadow proxies using colliders as source and some less precise proxies
merge from mesh memory review
harbor_2 dock island + swing bridge prrof of concept
harbor_2 cargoship dock - clearing space for a longer dock alley
updated mural texture
trees prefab
tweaks to terrain trigger volumes
fixed scenes where forkilift material had overrides