5,400 Commits over 3,592 Days - 0.06cph!
fixed gaps in powerplant sewer drains placement
material updates following texture changes
Updated mud_a textures for new ones
Added a gravel_b set for roof gravel and general construction gravel so as to stop using the terrain one in places that dont fit
Updated charcoal textures for new ones
removed some patterning in sidewalk_b
material updates following texture changes
concrete_h +with some moss
re-made concrete_trim textures
Polished road_decals, asphalt_a, concrete_slabs, sidewalk textures with a sprinkle of gravel/moss
material updates following texture changes
re-worked texture sets
concrete_c, asphalt_a, road_decals
material updates following texture changes
missing mesh decal renderer scripts on some prefabs
material updates following texture changes
uploading re-worked texture sets
concrete_wall, sidewalk_a, sidewalk_b, concrete_slabs
reverted LightGroupAtTime
new textures for concrete_wall set
material updates following texture changes
concrete_h and concrete_h_var (puddle variant, now has its own set of maps)
merge from monument_lighting_upgrade
industrial buildings prefab updates - many were missing mesh decal renderer scripts.. a regression?
material updates following texture changes
uploading re-worked texture sets
stair_ladders, concrete_f, concrete_a, concrete_d, concrete_b, concrete_g
Separated greybox into tasks objects/folders
Reworked the machine greybox
Coaling tower greybox iteration 3
Added a pipe network that can divert flow from the coal hopper to a fuel tank for future use
More fleshing out of the interior interactive elements/space
coaling tower greybox iteration - added interior
Some more fleshing out of the coaling tower interactivity aspects
Couple of new rail track pieces to facilitate the new trainyard rail layout
Reshaped the tracks layout in trainyard to ready it for connection to procmap
Coaling tower whitebox
Powerplant greencard skip fix (fixed inside the existing external prefab) - this will require a S2P later on
Adding barbwire parts back into LOD1 for stone wall and stone gate so players on lower settings are aware of them
merge from may_22_bugfixes
greatly reduced shadow proxies artifacts on temperate cliffs
fixed issues with compound railway floating in certain seeds - shrunk railway length
fixed codelock on compound farming machine
Fixed dressing errors on powerline platforms
Improved powerline A collider detail along zipline floors
Added colliders to the zipline stop module
blackbin shadow proxy rotation fix
Some alignment fixes
Fixed a material regression
Adobe skin - floor frames and wall frames final art
LODs/Colliders/Gibs and prefab setup
Adobe skin - final art
LODs/Colliders/Gibs and prefab setup
stairs prefabs
better fitment with door and window inserts
fixed offset on triangle stairs
wall frame / floor frames base prep
progress backup - various fixes
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