5,767 Commits over 3,804 Days - 0.06cph!
brutalist skin roof colliders tweak
merge from building_skins_3
updated roof conditionals models, gibs, colliders to fit whithin bounds of vanilla tiers
pumpjack static prefab - fixed ladder volume being too short
added single collider for the fuel engine as the global metal mesh collider is removed
added some missing box colliders on bones and rotated some for a better fit
Missing girder in bucket_excavator_arm_end_COL
Missing quad sphere tank in collider
fixed large oilrig interior collider issues
removed left-over helper mesh in export
aligned brick skin roof UVs proper
fixed brick skin spiral stairs zfight on highlight
Padding roof conditional colliders just in case
Brick Skin Gap in roof conditional
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
Fixed inaccurate colliders on L and U stairs brick
fixed hammer highlight not complete on brick foundations
improved brick skin roof LOD2 visuals
added pieces of trim on triangle roofs edges
Added some padding to the SC skin steps collider to prevent stuck between steps and ramp blocks
More lenient placement checks for large water catcher
Adding gibs for pickup_truck_c
Updated the shreddable pickup truck prefab
fixed gaps in oilrig interiors meshes
allow melee into the splash dmg fix colliders
getting rid of shadow proxies on objects where it didn't suit with the flashlight
getting rid of shadow proxies on objects where it didn't suit with the flashlight
attempting to fix unable to pick up item in LS
Blocked vertical access inside pigeon nest
increased draw distance selectively on some props in desert base dwellings
Added env volumes of type building in the walkable pipelines, incl LS pipes
Disabling underwater lab greeble in dwellings as they dont fit with walls
Adjusting the greeble prefabs left in the modules
Missing cover on LOD1 of top_walkways
resized/cropped barricade_props_atlas as we likely wont add to it
updated models UVs to reflect change
updated textures in it to reflect recent changes
fix for cave_large_hard through terrain around cenote - added rocks
fix for cave_medium_easy through terrain - added rocks
Fixed dressing clipping in link-stairwell-b-1200
Fixed collision accuracy at back of excavator, filled the room there to block LOS
Fixed hole in wood tier doorway
reconnected a bunch of prefabs that were severed in Oilrig lighting and Compound lighting prefabs
Fixed a crate blocking players on the small oilrig docks
fixed gaps in SC skin floor triangle
disabled shadow proxies on static cars
Sank the tugboat in ferry terminal and updated the loot crates positions that were on it
S2P
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
better shadow proxy picks for static cars
fixed Brick half wall hard side blocking triangle foundation placement