5,402 Commits over 3,592 Days - 0.06cph!
removing tga color lookup in favor of png
tweaked colours to be more vibrant and varied
separated glass from rest of the meshes - ferry terminal exterior and interior building
fixed triangle foundation and floors stairs sockets being offset VS square blocks
added DeployableIgnore layer to SC skin stairs landings
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
creation gibs overrides and some adobe creation gibs polish
added specific destruct gibs for top tier foundation wall
merge from building skins 3
final pass on SC textures
shrunk the barrels apsule colliders slightly as to not block player movement
added colliders on top roller
added prevent movement volumes to avoid getting stuck in the track space
moved barrels that were intersecting quarry
specific adobe skin construction gibs models
specific destroy gibs for armored stair landings
fixed some wood tier gibs transform rotation
more texture polish to SC skin interior wood
revamped plywood texture for SC skin - brighter, more familiar with metal tier
all inside walls get colour
Updating quarry deployable static and fixing materials
Updated hardpoints, added engine collider, removed track mesh collisions as dynamic colliders need to be assigned to the bones
Re-organized prefab a little for clarity
fixed roof conditional top line offset
fixed some conditionals draw distances alongside it
made foundation.steps of SC skin last lod to be see through between steps
fixed block.stair.simple of SC skin last lod to be see through between steps
assigned surface type to SC skin gibs
fixed incorrect gibs on foundation.metal
foundation wall thinner to allow deployables better fit from stone > SC skin
enabled color option on Door frame, Spiral triangle stairs, Spiral square stairs, Triangle floor frame, Square floor frame, regular stairs
checkin desk files for Isaac
precision tweaks to roof triangle up collider
fixed concave conditional lookup being hooked up with a convex piece
removed offset in SC triangle.down prefab
removed offset in SC triangle.down prefab
Fixed potato graphics metalness issue on SC material
fixed jittery SC foundation steps
changed import settings on collider meshes for SC skin
more accurate colliders for SC floors
fixed offset in SC triangle.spiral prefabs
Displaying softside detail up to last LOD, at the cost of an extra drawcall on walls
Fixed incorrect SC convex roof piece highlight - bad transforms
fixed SC floor frames gibs assignment
fixed SC foundation hole nexto adjacent tiers
eliminating gap between roof and wall from LOD2
fixed regression disabling tint on shipping container material
visually different softside for SC wall.half
ferry terminal now spawns on procmap alongside harbors
decals fix on ferry terminal building
tweaked tintset value to fluctuate more
fixed vertex alpha being wrong on wall_low LOD0