5,400 Commits over 3,592 Days - 0.06cph!
Cherry picked Remove topology for monuments
water triggers inside canyon to remove ocean surface
unique environment test level reduced stack
autospawn folder for unique environment prefabs
unique environment - canyon_a scene setup
updated lake normal texture
unique environment - lake_a scene setup
merge from temperate cliffs rework
added road rejection to jutting cliffs
extra jutting cliff prefab
enabled ppd on brick piles
large rock formation a test case
jutting cliff test case
merge from Blend4Way double sided
rock formation prefabs (sea) radius and fade improvements
propagated the latest changes into procmap stack
underwater_divesites scene playable in editor
updated rock formations
updated world setup to spawn them
road/rail rejection for coastal cliffs
work in progress road/rail rejection for coastal cliffs
enabled permanent gizmo drawing on terrain filter when sticky gizmos active
Ported the new cliff stack into World Setup stack prefab for testing. Removed all old spawns of rocks/rock formations
tweaks to scaffolding building stair
removed underscrores from camera names
Added an additional way to get on the radhouse roof
named cameras individually
Added back door anim event sound component on residential door
changed door knock sound from metal to wood on residential door
fixed missing box colliders on ground floor chimneys in masterhouse
fixed electric fan b using fan a collider..
Fixed incorrect import options on colliders for radiators, vintage furniture, pushcarts, bathtub, large rubbish skip, radiactive vats, checkpoint hut, small rubbish skip, binbags, radhouse large
correct surface type on stairs from walkways set
Changed the technique for collider to Prevent Movement instead of transparent
Changed to mesh lod
added missing ceiling box collider in recycler room of storage building large
fixed AC unit missing collision on roof, was mesh - not prefab
moved mesh colliders from LOD0 to parent on radhouse_large
bunch of tweaks along the way
radtown S2P, refreshed HLOD
removing vertex stream components left over from vertex painting attemps
fixing some left over issues with shed, storage warehouse components
checked for decal projector issues
storage warehouse material tweaks
Added renderer batch component to binbag prefabs
adjusted spawn position for play mode to work