5,771 Commits over 3,804 Days - 0.06cph!
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
combing shipping container skin prefabs for left over fixes
fixed gibs bounds and overrides, incorrect surface types, checked layers
fixing some roof top line prefab issues with shipping container skin
terrain config colors tweaks
raised lava surface fx a notch
bespoke prefabs for lava rock formations
improved procedural roads biome tint maps to cope better with extreme biomes albedos like lava biome
terrain biome transitions fixes
spawn pops
particle fx on lava lake
cherry picking
80238 refraction shader fix
caldera_fast test level running empty procmap stack
fixed surface types for lava bergs/shore meshes
removed palms trees/cacti from lava biome spawn populations
resources and biome polish
new lakeside topology to facilitate spawning decor by lava lake
lava lake bergs and sheets variants made from iceberg set (autospawn prefabs)
enabled stochastic tiling on lava lake
lava lake bergs and sheets variants made from iceberg set
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.
tweaked lava haze damage volume down
created variants of arid decor clutter to make lava biome versions
Lava biome terrain foliage variants
lava basic damage volumes
changed lava flow map to exr
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
downsampling textures in PS for better visuals (unity's downsampling is crap)
fix for deployables socket angle rejection not working on adobe roof
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue