5,400 Commits over 3,592 Days - 0.06cph!
scene organising, S2P
fixed terrain going awol
dressing and cover pass outdoors
replaced small lighthouse door with locked static variant
small lighthouse location
progress on grounds - road break up and vertex painting
Fixed gate external stone gates displaying incorrectly at a distance
progress on roads
level update
progress on grounds - sidewalk
progress on grounds - wip
Fixed props rotations in level
highly wip grounds
adding new stonewall_d textures
grounds mock-up materials for preview
updated prefab links to plywood boarding prefabs
plywood_boards LODs/Colliders/Prefabs
roof ac unit models/textures prefabs
wall mounted ac unit models/textures prefabs
road barrier models/textures prefabs
flow tweaks to the main building
plywood_boards models
Basic use case for the plywood boards to test modularity
terrain topologies/splats
super basic dressing
tweaks to road_bridge barrier height - cover/shoot-over
fixed issues that prevented monument from spawning
blend texture, topology texture basics
Fixed campfire prefabs paths to models being broken, incorrect import settings
Updated campfire prefab
Removed old campfire art
Integrated subway entrance in terminal
Added a variation of subway bunker entrance prefab
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tweaked new campfire emissive (curves/sat)
tweaked new campfire emissive (curves/sat)
fixed typo in texture name
merge from main (catching the re-serializing train)
merge from main (catching the re-serializing train)
merge from scientist barge
Updated marketplace and reclaim terminal locations in compound
final integration of marketplace/reclaim terminals screen UI
Updated the terminals of the marketplace to only include the screen text since the terminal is already part of the marketplace art
Bandit town - updating terrain to fit the new visuals of marketplace/reclaim terminals