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5,531 Commits over 3,683 Days - 0.06cph!

1 Year Ago
Added Lake in Topology Not for most grasses as they can spawn on custom map lakes as they don't follow the same rules as procmap. This should not impact procmap visuals in any way.
1 Year Ago
tweaked lava haze damage volume down created variants of arid decor clutter to make lava biome versions
1 Year Ago
Lava biome terrain foliage variants
1 Year Ago
lava basic damage volumes changed lava flow map to exr
1 Year Ago
merge from main
1 Year Ago
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
1 Year Ago
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
1 Year Ago
downsampling textures in PS for better visuals (unity's downsampling is crap)
1 Year Ago
fix for deployables socket angle rejection not working on adobe roof
1 Year Ago
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
1 Year Ago
tweaking values to flashlights
1 Year Ago
fixed water_drum_b shadow proxy not being deleted
1 Year Ago
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
1 Year Ago
re-uv'd the thatched LOD1 roofs to display hay
1 Year Ago
reduced volume of wall.half and wall.low colliders
1 Year Ago
fixed roof conditional end bits being swapped L/R
1 Year Ago
fixed triangle frame gibs material definition
1 Year Ago
fixed sheet metal wall.left / wall.right conditionals
1 Year Ago
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type fixed custom normals on floor, triangle floor
1 Year Ago
fixed incorrect vertex normals on spiral stairs
1 Year Ago
fixed uv seam on wall half
1 Year Ago
merge from main/building_skins_3
1 Year Ago
adobe skin texture improvements
1 Year Ago
merge from main/building_skins_3
1 Year Ago
merge from main
1 Year Ago
fixing a few roof condition issues
1 Year Ago
fixed early culling adobe floor frames
1 Year Ago
adobe skin wall logs stick out further without collision
1 Year Ago
adobe skin texture improvements
1 Year Ago
stairs spiral triangle and landing offset fix
1 Year Ago
fixed mismatch - collider displayed instead of visual mesh
1 Year Ago
Adobe skin simple stair is see through - updated colliders and gibs Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
1 Year Ago
adding shipping container skin color lookup material tweaks
1 Year Ago
re-applied shadow proxies removal
1 Year Ago
merge from NMS
1 Year Ago
merge from main
1 Year Ago
re-texturing the floor frames and wall frame to be less like the wood tier
1 Year Ago
Fixed Adobe U stair early culling issue - caused by left over LODGroup
1 Year Ago
fixed quarry_deployable_atlas_b_normal channels needing to be szwizzled/flipped to display correctly.
1 Year Ago
slight improvements to the interior side of brutalist skin wall, overall less contrast to the outside wall
1 Year Ago
changed damage type and script on hatch to kill
1 Year Ago
disabled pile of crates that was left visible over burn pile S2P
1 Year Ago
fixed static security door shadow proxy mesh transform differing from visual mesh
1 Year Ago
Added HLOD to NMS scene S2P
1 Year Ago
added some HLOD tags to some props, tweak o some props distance culling
1 Year Ago
some uv mapping improvements to brick window bars
1 Year Ago
1 Year Ago
reworked the brickskin tintmask to look like soot modified the material blend layer of brick interior walls to look like soot rather than paint. visual difference between outdoor and indoor reduced.
1 Year Ago
Changed the adobe skin interior wall to be visually closer to outside wall while remaining unique
1 Year Ago
Added hurt volume under the NMS hatch