5,400 Commits over 3,592 Days - 0.06cph!
Updated marketplace and reclaim terminal prefabs in Bandit Town, updated Bandit Lighting prefab
set dressing and polish around cave_procedural_entrance_c
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals
fixed a whole bunch of environment volume transition quality
ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves
overall polish
merge from trainyard_update
merge from coaling_tower_v2
updating coaling_tower LODs to reflect exit changes at all levels
Made the exit path useable both directions rather than one way
fixed floating lights on the bridge
collider for alternate exit
flow improvements
Work in progress alternate exit route into the coaling tower
Fixed floating puzzle electric wire in LS
fixed incorrect matID on Hvac_exhaust in oilrig
fixed some powerline lod popping
distances tweaks
fixed darker appearance inside vs outside on last lod
bespoke shadow proxy models for space_center_office_bld a/b/c
bespoke shadow proxy model for space_center_roof_module
coaling tower culling distance change
added door at the end of the suspended walkway
removed shadow proxies from garage doors, use renderer
Fixed flickering decals on tower (depth bias issue)
import settings fix for coaling tower colliders
fixing a bug with coaling tower LOD3.. coming from an other prefab
S2P trainyard
Fixed stray barrel spawnpoints in Trainyard
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
fixed missing material reference on coaling tower LOD3 prefab
Adding cave_procedural_entrance_c variation
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come
Adding cave_procedural_entrance_b variation
enabling crunch compression on the tarpaulin textures
changing tarp material to use standard + wind
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
procedural_cave_entrance_a tweaking terrain parameters and topologies, trying to integrate into terrain hillside as seamlessly as possible
adding a test map that only loads caves and environment for quick iterating
procedural_cave_entrance_a scene and basic setup
Fixed grass not growing around powerlines - redid the terrain modifiers a bit
fixed some material ID mismatch on lightpost_a
switched layers on the damaged brick wall set material
Tweaked concrete_f_single set for damian
Temperate cliff colliders - more accuracy
Made the pier posts deeper in fishing villages (wooden_walway_large set)
Fixed the missing notch on cliff_tall_pinch_b LOD3 for player cover at higher distances. Doing so on LOD4 should not be necessary.
Created bespoke gibs for train_wagon_loot
Updated train_wagon_fuel_tank gibs
Updated prefab scripts
Enabled crunch compression on some textures in the vehicle folder
removing a bunch of unused stuff :DDD
Enabled crunch compression on some textures in the nature folder
Enabled crunch compression on textures in the props and structures folder
some material tweaks along the way
Enabled crunch compression on higher resolution textures in the Generic Textures folder