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5,881 Commits over 3,895 Days - 0.06cph!

1 Year Ago
quick rubble dressing pass around damaged brick walls to test out new models
1 Year Ago
rubble pile scrap models, textures, prefabs
1 Year Ago
merge from meshlod_converter
1 Year Ago
removing unused prefabs
1 Year Ago
oilrigs S2P
1 Year Ago
tweaked volume placement
1 Year Ago
small rig vent prefab was missing environment volumes
1 Year Ago
Re-exporting large oilrig vent mesh with correct normals Redid the small rig vent collider to be like the large one since the large one does work
1 Year Ago
forgot to re-add a deferred mesh decal component
1 Year Ago
reverted shed overrides on the head shed prefab to let the nested roof prefab display the .asset baked model, insert the .asset in each LOD mesh filter.
1 Year Ago
fixed door awning position in storage warehouse building
1 Year Ago
some brick pile texture tweaks
1 Year Ago
master house decal pass
1 Year Ago
radtown S2P
1 Year Ago
master house LODs, Collider pass, Prefab setup and baked LOD
1 Year Ago
master house interior progress
1 Year Ago
master house interior progress
1 Year Ago
master house wip
1 Year Ago
reduced small rubbish skip AO map size, set lid colliders to convex
1 Year Ago
latest work in progress on master house
1 Year Ago
master house backup
1 Year Ago
added decal layer ID 1,2,3 to terrain material
1 Year Ago
merge from terrain-decal-fix
1 Year Ago
materials prep on masterhouse
1 Year Ago
level update, s2p
1 Year Ago
workers_house building - final models, colliders, prefabs
1 Year Ago
workers house latest wip
1 Year Ago
merge from main
1 Year Ago
worker house wip files
1 Year Ago
backup latest wip
1 Year Ago
backup - materials wip for worker house and mapping wip
1 Year Ago
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
1 Year Ago
created a residential hinged door from previous residential building door
1 Year Ago
powerlines ziplines prefab rebuilt
1 Year Ago
fixed cargo ship harbor container displaying further than the others
1 Year Ago
Implementing some of QA's first round of feedback on radtown redux S2P
1 Year Ago
primitive colliders for generic doors and windows frames
1 Year Ago
radtown scene update
1 Year Ago
building generic trims textures generic door frame, window frame models, prefabs updated radtown buildings
1 Year Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
1 Year Ago
extra rain gutter sizes, side of rahouse large staircase model/prefab updated buildings, update scene
1 Year Ago
rain gutters set greybox
1 Year Ago
radtown gate ladder volume radiation volumes, temporary loot spawns initial cover pass on the outdoor
1 Year Ago
more splats/terrain tweaks window size tweaks to facilitate jumping through in workers house missing temporary collisions on carport
1 Year Ago
more splats/terrain tweaks
1 Year Ago
prefabed remaining of new building modular pieces, added temporary colliders accentuated dirt paths on terrain to make them come through in procmap rotated some doors for better flow in buildings lowered some windows for better peek while crouched
1 Year Ago
latest topologies
1 Year Ago
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
1 Year Ago
Improved flow in rahouse large, adding an exit point in the corridor
1 Year Ago
checkpoint hut, radtown gate greybox